References

Abt, Clark. (1970). Serious Games. New York: Viking.

Ackerman, Spencer. (2011). Eye Spy: Monocle Gives Commandos Drone Vision. Wired, May 19, 2011, accessed January 19, 2015. <http://www.wired.com/2011/05/eye-spy-monocle-gives-commandos-drone-vision>.

Ackerman, Spencer. (2012). After Taking SEALs Hollywood, Navy Slams Commandos for Videogame. Wired, November 9, 2012, accessed January 19, 2015. <http://www.wired.com/dangerroom/2012/11/seal-video-game>.

Ackerman, Spencer, and Noah Shachtman. (2012). Almost 1 in 3 U. S. Warplanes Is a Robot. Wired, January 9, 2012, accessed January 19, 2015. <http://www.wired.com/2012/01/drone-report>.

Ackoff, Russell L. (1977). The Corporate Rain Dance. The Wharton Magazine (Winter): 36–41.

Adamson, John. (2003). England Without Cromwell. In Virtual History: Alternatives and Counterfactuals, edited by Niall Ferguson, 91–124. London: Pan.

Advanced Training Methods Research Unit. (2004). Symposium on PC-Based Simulations and Gaming for Military Training. RP 2005–01, ARI, October.

Agamben, Giorgio. (2002). Difference and Repetition: On Guy Debord’s Films. In Guy Debord and the Situationist International: Texts and Documents, edited by Tom McDonough, 313–319. Cambridge, MA: MIT Press.

Agamben, Giorgio. (2006). Repetition and Stoppage—Debord in the Field of Cinema. In Girum Imus Nocte et Consumimur Igni—The Situationist International (1957–1972), edited by Stefan Zweifel, Juri Steiner, and Heinz Stahlhut, 36–38. Basel, Switzerland: Museum Tingley.

Alamist (2014). Reviews: This War of Mine. Steam, last modified December 6, 2014. <http://steamcommunity.com/id/alamist/recommended/282070>.

Albert, Jason. (2014). In the World of Role-playing War Games, Volko Ruhnke Has Become a Hero. The Washington Post, January 10, 2014 <http://www.washingtonpost.com/lifestyle/magazine/in-the-world-of-role-playing-war-games-volko-ruhnke-has-become-a-hero/2014/01/10/a56ac8d6-48be-11e3-bf0c-cebf37c6f484_story.html>.

Allen, John. (1977). The Use of Simulators: A New Thrust in the Technology Base. Defense Management Journal 13 (January): 30–32.

Allen, Myron. (1962). Morphological Creativity: The Miracle of Your Hidden Brain Power: A Practical Guide to the Utilization of Your Creative Potential. Englewood Cliffs, NJ: Prentice-Hall.

Allen, Robertson. (2011). The Unreal Enemy of America’s Army. Games and Culture 6 (1): 38–60.

Allen, Thomas. (1987). War Games: The Secret World of the Creators, Players, and Policy Makers Rehearsing World War III Today. New York: McGraw-Hill.

Allen, William H. (1956). Audio-Visual Materials. Review of Educational Research 26 (2): 125–156.

Allison, Graham, and Phillip Zelikow. (1999). Essence of Decision: Explaining the Cuban Missile Crisis. New York: Longman.

Allison, Tanine. (2010). The World War II Video Game, Adaptation, and Postmodern History. Literature Film Quarterly 38 (3): 183–193.

Alt, Jonathan K., Leroy A. Jackson, David Hudak, and Stephen Lieberman. (2009). The Cultural Geography Model: Evaluating the Impact of Tactical Operational Outcomes on a Civilian Population in an Irregular Warfare Environment. Journal of Defense Modeling and Simulation 6 (4): 185–199.

Alter, Robert. (1987). Sterne and the Nostalgia for Reality. In Laurence Sterne’s Tristram Shandy: Modern Critical Interpretations, edited by Harold Bloom, 87–105. New York: Chelsea House.

Anderson, Craig, Douglas Gentile, and Katherine Buckley. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford: Oxford University Press.

Anderson, Jon R. (2013). “America’s Army: Proving Grounds” out Today. Army Times, August 29, 2013, accessed January 19, 2015. <http://www.armytimes.com/article/20130829/OFFDUTY02/308290054>.

Andlinger, G. R. (1958a). Business Games—Play One! Harvard Business Review 36 (2): 115–125.

Andlinger, G. R. (1958b). Looking Around: Evolution in Which Business Gaming Finds Itself Today. Harvard Business Review 36 (July–August): 147–148.

Anker, Peder. (2007). Buckminster Fuller as Captain of Spaceship Earth. Minerva 45:428–430.

Antley, Jeremy. (2012). Going Beyond the Textual in History. Journal of Digital Humanities 1 (2): 57–63.

Antley, Jeremy. (2013). Thoughts from the Peasant Muse. Amazon Digital Services, Inc.

Aoi, Chiyuki, Cedric de Coning, and Ramesh Thakur. (2007). Unintended Consequences of Peacekeeping Operations. Tokyo: United Nations University.

Apperley, Tom. (2014). Modding the Historians’ Code: Historical Verisimilitude and the Counterfactual Imagination. In Playing with the Past: Video Games and the Simulation of History, edited by Matthew Wilhelm Kapel and Andrew B. R. Elliot, 185–196. New York: Bloomsbury.

Appleget, Jeff. (2011). PSOM Overview and Peacekeeping Operations Assessment Using PSOM. Monterey, CA: US Naval Postgraduate School, accessed December 19, 2014. <https://calhoun.nps.edu/handle/10945/30745>.

Aristotle. (1998). Nicomachean Ethics. Oxford: Oxford University Press.

Arkin, Ronald. (2010). The Case for Ethical Autonomy in Unmanned Systems. Atlanta: Georgia Institute of Technology, accessed January 11, 2015. <http://hdl.handle.net/1853/36516>.

Armed Forces Management. (1963). The Growing Role of Simulators. Armed Forces Management 9 (8): 47–48.

Arnspiger, V. C. (1936). The Educational Talking Picture. Journal of Educational Sociology 10 (3): 143–150.

Arquilla, John, and David F. Ronfeldt. (1997). In Athena’s Camp: Preparing for Conflict in the Information Age. Santa Monica, CA: RAND Corporation.

Arvold, Alan R. (n.d.). A Comprehensive Index to PanzerBlitz, accessed January 13, 2015. <http://grognard.com/info1/pbartrev.html>.

Atari. (1983). APX/Atari Program Exchange Product Catalog: Fall Edition 1983. Internet Archive, accessed January 13, 2015. <https://archive.org/details/Atari_Program_Exchange_catalog_Fall_1983>.

Attig, J. C. (1967). Use of Games as a Teaching Technique. Social Studies 58 (January): 25–29.

Autesserre, Séverine. (2014). Peaceland: Conflict Resolution and the Everyday Politics of International Intervention. Cambridge: Cambridge University Press.

Avalon Hill. (1964). Midway—Newest Battle Game! GEN 1 (3): 1–2.

Avalon Hill. (1965). General McAuliffe Added to Advisory Staff. GEN 1 (6): 1–2.

Avalon Hill. (1967a). The Avalon Hill Philosophy—Part 3. GEN 4 (1): 2–4.

Avalon Hill. (1967b). Cover Story. GEN 4 (1): 2.

Avalon Hill. (1970). Avalon Hill Philosophy—Part 24: Why PanzerBlitz? GEN 7 (4): 2–3.

Avalon Hill. (1976). Avalon Hill Philosophy—Part 53. GEN 12 (5): 2.

Avalon Hill. (1980). The General: Index and Company History, 1952–1980. Volume 1-Volume 16. Baltimore, MD: Avalon Hill.

Avalon Hill. (1988). The Ultimate Wargame. GEN (Special Issue): 59.

Avedon, Elliot M., and Brian Sutton-Smith, eds. (1971). The Study of Games. New York: John Wiley and Sons.

Aylward, Frank. (1993). Nominations for Allied Combat Commander of the GWA. On the Wire 4: 5.

Bacevich, Andrew J. (2005). The New American Militarism: How Americans are Seduced by War. Oxford: Oxford University Press.

Bacevich, Andrew. (2013). The New American Militarism: How Americans Are Seduced by War. Updated edition. Oxford: Oxford University Press.

Bacon, Reginald. (1940). From 1900 Onward. London: Hutchinson.

Bandry-Scubbi, Anne, and Peter de Voogd, eds. (2013). Hilarion’s Asse: Laurence Sterne’s Tristram Shandy. Newcastle upon Tyne, UK: Cambridge Scholars Publishing.

Banks, Iain M. (1987). Consider Phlebas. London: Macmillan.

Banks, Iain M. (1988). The Player of Games. London: Macmillan.

Banks, Iain. (1993). Complicity. London: Little, Brown.

Banks, Iain. (2007). The Steep Approach to Garbadale. London: Little, Brown.

Barbrook, Richard (2014). Class Wargames: Ludic Subversion against Spectacular Capitalism. New York: Minor Compositions/Autonomedia.

Barker, P. (1979). Wargame Rules for Armoured Warfare at Company and Battalion Battle Group Level 1950–1985. Worthing, UK: WRG Ltd., Flexiprint Ltd.

Barnes, D. S. (1963). A Decade of Missile Control Simulation. Flight International 83 (March): 437.

Barringer, Richard, and Barton Whaley (1965). The MIT Political-Military Gaming Experience. ORBIS: A Journal of World Affairs 9 (2): 437–458.

Barron, Frank. (1963). Creativity and Psychological Health. Princeton, NJ: D. Van Nostrand.

Barthes, Roland. (1985). The Reality Effect. In The Rustle of Language, translated by R. Howard, 141–148. New York: Farrar, Straus & Giroux.

Barton, Keith C., and Linda S. Levstik. (2004). Teaching History for the Common Good. Mahwah, NJ: Lawrence Erlbaum.

Barzun, Jacques. (1960). The Cults of “Research” and “Creativity.” Harper’s 221 (1325): 69–74.

Bauer, Richard. (1970a). Thoughts on Strategy I—Part 1. S&T Supplement 3: 7–11.

Bauer, Richard. (1970b). More Thoughts on Strategy I. S&T Supplement 4: 18–22.

Bassford, Christopher. (1993). Jomini and Clausewitz: Their Interaction. The Clausewitz Homepage, accessed August 31, 2013. <www.clausewitz.com/readings/Bassford/Jomini/JOMINIX.htm>.

Baudry, A. (1914). The Naval Battle. London: Hugh Rees Ltd.

Bayer, Martin. (2006). Virtual Violence and Real War: Playing War in Computer Games: The Battle with Reality. In Cyberwar, Netwar and the Revolution in Military Affairs, edited by Edward F. Halpin, Philippa Trevorrow, David Webb, and Steve Wright, 31. New York: Palgrave Macmillan.

Beal, Scott A., and Richard E. Christ. (2004). Training Effectiveness Evaluation of the [ICT] Full Spectrum Command Game. TR 1140, ARI, January.

Becker, Jo, and Scott Shane. (2012). Secret “Kill List” Proves a Test of Obama’s Principles and Will. New York Times, May 29, 2012, accessed January 11, 2015. <http://www.nytimes.com/2012/05/29/world/obamas-leadership-in-war-on-al-qaeda.html?pagewanted=all>.

Becker-Ho, Alice, and Guy Debord. (2006). Le Jeu de la Guerre: Relevé des Positions Successives de Toutes les Forces au Cours d’une Partie. Paris: Gallimard.

Becker-Ho, Alice, and Guy Debord. (2007). A Game of War. Translated by D. Nicholson-Smith. London: Atlas Press.

Beebe, James. (2001). Rapid Assessment Process: An Introduction. Lanham, MD: AltaMira Press.

Beesly, Patrick. (1983). Room 40: British Naval Intelligence 1914–18. London: Hamish Hamilton.

Belanich, James, Daragh E. Sibley, and Kara L. Orvis. (2004). Instructional Characteristics and Motivational Features of a PC-Based Game. RR 1822, ARI, April.

Bell, Daniel. (1964). Twelve Modes of Prediction, a Preliminary Sorting of Approaches in the Social Sciences. Daedalus 93 (3): 845–880.

Belletto, Steven. (2011). No Accident, Comrade: Chance and Design in Cold War American Narratives. Oxford: Oxford University Press.

Bennett, Peter G., and Michael R. Dando. (1979). Complex Strategic Analysis: A Hypergame Study of the Fall of France. Journal of the Operational Research Society 30: 23–32.

Berg, Richard, James Dunnigan, David Isby, Stephen Patrick, and Redmond Simonsen. (1977). Wargame Design: The History, Production and Use of Conflict Simulation Games. Strategy & Tactics Staff Study Number 2. New York: Simulations Publications Incorporated.

Berkun, Mitchell. (1964). Performance Decrement Under Psychological Stress. Human Factors 6 (1): 21–30.

Berman, Eli, Michael Callen, Joseph Fletre, and Jacob Shapiro. (2011). Do Working Men Rebel? Insurgency and Unemployment in Afghanistan, Iraq, and the Philippines. Journal of Conflict Resolution 55:4.

Bettner, Steven M. (1994). Simulation: Past, Present, and Future. Defense Electronics 26 (11): 74–75.

Biddle, Stephen. (2004). Military Power: Explaining Victory and Defeat in Modern Battle. Princeton: Princeton University Press.

Bizzocchi, Jim, and Josh Tanenbaum. (2011). Well Read. In Well Played 3.0: Video Games, Value and Meaning, edited by Drew Davidson. Pittsburgh, PA: ETC Press.

Black, Jeremy. (2008). What If? Counterfactualism and the Problem of History. London: Social Affairs Unit.

Blackett, Patrick Maynard Stuart. (1962). Studies of War: Nuclear and Conventional. New York: Hill and Wang.

Blackmore, Tim. (2005). War X: Human Extensions in Battlespace. Toronto: University of Toronto Press.

Blair, Clay, Jr. (1996). Hitler’s U-Boat War: The Hunters, 1939–1942. New York: Modern Library.

Blair, Clay, Jr. (1998). Hitler’s U-Boat War: The Hunted, 1942–1945. New York: Modern Library.

Blank, J. A. (1991). A Remote Underwater Closure of Kerr Hollow Quarry. Paper presented at the Fourth Topical Meeting on Robotics and Remote Systems, Albuquerque, NM, February 25–27, 1991.

Bloomberg. (2014). Games Workshop Group Plc (GAW: London). Bloomberg Business Week, June 30, 2014, accessed June 30, 2014. <http://investing.businessweek.com/research/stocks/snapshot/snapshot.asp?ticker=GAW:LN>.

Bloomfield, Lincoln, and Norman Padelford. (1959). Teaching Note: Three Experiments in Political Gaming. American Political Science Review 53:4.

Body, Howard, and Colin Marston. (2011). The Peace Support Operations Model: Origins, Development, Philosophy, Support. Journal of Defense Modeling and Simulation 8:2.

Boehm, William R. (1954). Evaluation of the US Naval Academy Educational Television System as a Teaching Aid. Annapolis, MD: US Naval Academy.

Bogost, Ian. (2006). Unit Operations: An Approach to Videogame Criticism. Cambridge: MIT Press.

Bogost, Ian. (2007). Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press.

Bolaño, Roberto. (2008). The Savage Detectives. Reprint edition. Translated by N. Wimmer. New York: Picador.

Bolaño, Roberto. (2009). 2666. Reprint edition. Translated by N. Wimmer. New York: Picador.

Bolaño, Roberto. (2012). The Third Reich. Translated by N. Wimmer. New York: Farrar, Straus and Giroux.

Bomba, Tyrone. (1981). Origins 1981 Report. Campaign 105.

Boocock, Sarane. (1967). Games Change What Goes on in Classroom. Nation’s Schools 80 (October): 94–95.

Boocock, Sarane, and E. O. Schild, eds. (1968). Simulation Games in Learning. Beverly Hills, CA: Sage Publications.

Boot, Max. (2003). The New American Way of War. Foreign Affairs 82 (4): 41–58.

Boulding, Kenneth. (1964). The Meaning of the Twentieth Century: The Great Transition. New York: Harper & Row.

Bourriaud, Nicholas. (2002). Relational Aesthetics. Dijon: Les Presses du Réel.

Bourseiller, Christophe. (1996). Les Maoïstes: La Folle Histoire des Gardes Rouges Français. Paris: Plon.

Bowden, Mark. (1999). Black Hawk Down: A Story of Modern War. New York: Grove Atlantic.

Box, George E. P., and Norman R. Draper. (1987). Empirical Model-Building and Response Surfaces. New York: John Wiley & Sons.

Boyer, Mark. (2011). Simulation in International Studies. Simulation & Gaming 42 (6): 685–689.

Bracken, Len. (1997). Guy Debord: Revolutionary. Venice, CA: Feral House.

Brand, Stewart, ed. (1968–1972). The Whole Earth Catalogue. Sausalito, CA: Whole Earth.

Brandt, Marisa. (2014). From the Ultimate Display to the Ultimate Skinner Box: Virtual Reality and the Future of Psychotherapy. In Media Studies Futures, edited by Kelly Gates, 518–539. London: Wiley-Blackwell.

Brathwaite, Brenda, and Ian Schreiber. (2008). Challenges for Game Designers. New York: Delmar.

Breuer, Johannes, Ruth Festl, and Thorsten Quandt. (2011). In the Army Now—Narrative Elements and Realism in Military First-person Shooters. Paper presented at DiGRA 2011: Think Design Play, Utrecht, NL, Utrecht School of the Arts, September 14–17, 2011. <http://www.digra.org/wp-content/uploads/digital-library/11307.54018.pdf>.

Breuer, Johannes, Ruth Festl, and Thorsten Quandt. (2012). Digital War: An Empirical Analysis of Narrative Elements in Military First-person Shooters. Journal of Gaming & Virtual Worlds 4 (3): 215–237.

Brewer, Garry D., and Martin Shubik. (1979). The War Game: A Critique of Military Problem Solving. Cambridge, MA: Harvard University Press.

Brey, Philip. (1999). The Ethics of Representation and Action in Virtual Reality. Ethics and Information Technology 1 (1): 5–14.

Brightman, Hank J., and Melissa K. Dewey. (2014). Trends in Modern War Gaming: The Art of Conversation. US Naval War College Review 671:18–30.

Broderick, Damien, and Paul Di Filippo. (2012). Science Fiction: The 101 Best Novels 1985–2010. New York: Nonstop Press.

Brooks, John. (2006). Dreadnought Gunnery and the Battle of Jutland. London: Routledge.

Brooks, Richard. (1997). Fred T. Jane: An Eccentric Visionary. Coulsdon, UK: Jane’s Information Group.

Broyles, William, Jr. (1984). Why Men Love War. Esquire, May 23, 2014. <http://www.esquire.com/_mobile/blogs/news/why-men-love-war>.

Brynen, Rex. (2010). (Ending) Civil War in the Classroom. PS, Political Science & Politics 43 (1): 145–149.

Brynen, Rex. (2012). Connections 2012 AARs. Wargaming Connection, July 27, 2012. <https://wargamingcommunity.wordpress.com/2012/07/27/connections-2012-aars>.

Brynen, Rex. (2013a). The “Fuzzy Edges of Wargaming”? Exploring Non-kinetic Conflict Dynamics. PAXsims, August 28, 2013. <http://paxsims.wordpress.com/2013/08/28/the-fuzzy-edges-of-wargaming-exploring-non-kinetic-conflict-dynamics>.

Brynen, Rex. (2013b). Reflections on a Humanitarian Policy Simulation. PAXsims, April 30, 2013. <https://paxsims.wordpress.com/tag/humanitarian-simulation>.

Brynen, Rex. (2013c). Student Interactive Simulation-writing in Political Science. PAXsims, May 8, 2013. <http://paxsims.wordpress.com/2013/05/08/student-interactive-simulation-writing-in-political-science>.

Brynen, Rex. (2014a). Connections 2014—A First Report. PAXsims, August 5 2014. <http://paxsims.wordpress.com/2014/08/05/connections-2014-a-first-report>.

Brynen, Rex. (2014b). Teaching About Peace Operations. International Peacekeeping 21:4.

Brynen, Rex. (2014c). Viking 14 Peacekeeping Exercises. PAXsims, April 12, 2014. <http://paxsims.wordpress.com/2014/04/12/viking-14-peacekeeping-exercise>.

Brynen, Rex, and Gary Milante. (2013). Peacebuilding with Games and Simulations. Simulation & Gaming 44 (1): 27–35.

Budiansky, Stephen. (2013). Blackett’s War: The Men Who Defeated the Nazi U-Boats and Brought Science to the Art of Warfare. New York: Knopf.

Bumiller, Elisabeth. (2010). We Have Met the Enemy and He is PowerPoint. New York Times, last modified April 26, 2010. <http://www.nytimes.com/2010/04/27/world/27powerpoint.html?_r=0>.

Burne, Alfred Higgins. (1950). Battlefields of England. London: Methuen.

Burns, Shawn, ed. (2013). War Gamers’ Handbook: A Guide for Professional Gamers. Newport, RI: Defense Automated Printing Office.

Butcher, Jim. (2000). The Dresden Files [series]. New York: Penguin.

Butcher, Jim. (2004–9). Codex Alera [series]. New York: Ace Books.

Bynum, Terrell Ward. (2006). Flourishing Ethics. Ethics and Information Technology 8:157–173.

Caballero, María Cristina. (2004). Academic Turns City into a Social Experiment. Harvard Gazette, March 11, 2004. <http://news.harvard.edu/gazette/2004/03.11/01-mockus.html>.

Caillois, Roger. (1961). Man, Play and Games. New York: Free Press.

Call, Morris (1997). Small Survey. WWII newsgroup, September 23, 1997.

Call of Duty. (2012). Documentary—Official Call of Duty Black Ops II. YouTube, May 2, 2012, accessed January 19, 2015. <http://www.youtube.com/watch?v=Gm5PZGb3OyQ&feature=youtube_gdata_player>.

Call of Duty Franchise Game Sales Statistics. (2014). Statistic Brain, February 19, 2014, accessed January 9, 2015. <http://www.statisticbrain.com/call-of-duty-franchise-game-sales-statistics>.

Campbell, Ann. (2006). Tristram Shandy and the Seven Years’ War: Beyond the Borders of the Bowling-green. Shandean 17:106–120.

Campbell (HumRRO), Charlotte H, Bruce W. Knerr and Donald R. Lampton. (2004). Virtual Environments for Infantry Soldiers. Special Report 59, ARI, May.

Campbell, John. (1998). Jutland: An Analysis of the Fighting. London: Conway.

Card, Orson Scott. (1985). Ender’s Game. New York: Tor Books.

Card, Orson Scott. (1989). Gameplay. Compute (Greensboro) 104 (January): 12.

Cardullo, Bert. (1995). Enter Dramaturges. In What Is Dramaturgy? edited by Bert Cardullo, 3–11. New York: Peter Lang.

Carey, Jacqueline. (2003). Kushiel’s Dart. New York: Tor Books.

Carley, Kathleen M. (1999). On the Evolution of Social and Organizational Networks. In Research in the Sociology of Organizations, Vol. 16: Networks in and Around Organizations, edited by Steven B. Andrews and David Knoke, 3–30. Greenwich, CT: JAI Press, Inc.

Carley, Kathleen M., Jeffrey Reminga, Jon Storrick, and Matt De Reno (2009). ORA User’s Guide 2009: Carnegie Mellon University, School of Computer Science, Institute for Software. Research, Technical Report CMU-ISR-09–115. Pittsburgh, PA: Institute for Software Research, School of Computer Science, Carnegie Mellon University.

Carlson, Elliot. (1967). Games in the Classroom. Saturday Review 50 (15): 62–64.

Carmack, John. (2002). Re: Definitions of terms. Slashdot, January 2, 2002, accessed January 13, 2015. <http://slashdot.org/comments.pl?sid=25551&cid=2775698>.

Carpenter, Clarence. (1953). A Theoretical Orientation for Instructional Film Research. AV Communication Review 1 (Winter): 38–52.

Carroll, Lewis. (1871). Through the Looking Glass. London: Macmillan.

Carter, Marcus, Martin Gibbs, and Mitchell Harrop. (2014a). Drafting an Army: The Playful Pastime of Warhammer 40,000. Games and Culture 9 (2): 122–147.

Carter, Marcus, Mitchell Harrop, and Martin Gibbs. (2014b). The Roll of the Dice in Warhammer 40,000. Digra: Transactions of the Digital Games Research Association 1:3. <http://todigra.org/index.php/todigra/article/view/20/31>.

Castells, Manuel. (2001). The Internet Galaxy: Reflections on the Internet, Business, and Society. Oxford, New York: Oxford University Press.

Catagnus, E. J., Sgt., Cpl. Edison, B. Z., LCpl. Keeling, J. D., and LCpl. Moon, D. A. (2005). Lessons Learned: Infantry Squad Tactics in Military Operations in Urban Terrain During Operation Phantom Fury in Fallujah, Iraq. Marine Corps Gazette 89 (September): 9.

Cavagnaro, Catherine, and John Tiller. (2011). Tipping Points and Models. International Journal of Intelligent Games and Simulation 6:5–11.

Cebrowski, Arthur K., and John H. Garstka. (1998). Network-Centric Warfare—Its Origin and Future. Proceedings Magazine 124:139. <http://www.usni.org/magazines/proceedings/1998-01/network-centric-warfare-its-origin-and-future>.

Center for Naval Analyses. (1985). Annual Report 1984. Alexandria, VA: Center for Naval Analyses.

Center for Naval Analyses. (1986). Systems Analysis in Perspective. In Annual Report 1986. Alexandria, VA: Center for Naval Analyses.

Chamayou, Grégoire. (2013). Théorie du drone. Paris: La Fabrique.

Chaplin, Heather, and Aaron Ruby. (2005). Smartbomb: The Quest for Art, Entertainment, and Big Bucks in the Videogame Revolution. Chapel Hill, NC: Algonquin Books of Chapel Hill.

Chapman, Gary. (2003). An Introduction to the Revolution in Military Affairs. XV Amaldi Conference on Problems in Global Security, Helsinki, Finland, September 2003, accessed January 11, 2015. <http://www.lincei.it/rapporti/amaldi/papers/XV-Chapman.pdf>.

Chapman, Robert L., John L. Kennedy, Allen Newell, and William Biel. (1959). The Systems Research Laboratory’s Air Defense Experiments. Management Science 5 (3): 250–269.

Charles, Cheryl L., and Ronald Stadsklev, eds. (1973). Learning with Games: An Analysis of Social Studies Educational Games and Simulations. Boulder, CO: The Social Science Education Consortium and The ERIC Clearinghouse for Social Studies/Social Science Education.

Cherryholmes, Cleo. (1966). Some Current Research on Effectiveness for Educational Simulations. American Behavioral Scientist 10 (2): 4–7.

Childers, P. B., E. H. Hobson, and J. A. Mullin. (1998). Articulating: Teaching Writing in a Visual World. Portsmouth, NH: Heinemann.

Chomsky, Noam, and Edward S. Herman. (2010). Manufacturing Consent: The Political Economy of the Mass Media. New York: Random House.

Christiansen, Peter. (2013). Technoscience in Virtual Worlds. Play the Past, accessed September 4, 2013. <http://www.playthepast.org/?p=4053>.

Chupin, Dominique. (2011). 1680. Battles Magazine 6:59–61.

Church, Joseph. (1952). A Survey of Literature Bearing on Perceptual Aspects of the Effectiveness of Visual Aids. HRRL Memo Report No. 16, US Air Force, Human Resources Research Laboratories, Bolling Air Force Base, January.

Churchill, Winston. (2005). The Second World War, vol. 2, Their Finest Hour. London: Penguin Classics.

Cianciolo, Anna T. (Global Information Systems Technology, Inc.), and William R. Sanders. (2006). Wargaming Effectiveness: Its Conceptualization and Assessment. TR 1178, ARI, March.

Clancy, Tom. (1984). The Hunt for Red October. Annapolis, MD: US Naval Institute Press.

Clancy, Tom. (1986). Red Storm Rising. New York: Putnam.

Clark, Kate. (2011). The Takhar Attack: Targeted Killings and the Parallel Worlds of U.S. Intelligence and Afghanistan. Afghan Analysts Network, May 2011, accessed January 11, 2015. <http://www.afghanistan-analysts.net/uploads/20110511KClark_Takhar-attack_final.pdf>.

Clark, Richard E., and D. F. Feldon. (2005). Five Common but Questionable Principles of Multimedia Learning. In Cambridge Handbook of Multimedia Learning, edited by R. E. Mayer, 97–117. Cambridge, UK: Cambridge University Press.

Clark, Richard E., K. Yates, S. Early, and K. Moulton (2010). An Analysis of the Failure of Electronic Media and Discovery-Based Learning: Evidence for the Performance Benefits of Guided Training Methods. Handbook of Training and Improving Workplace Performance, Volume I: Instructional Design and Training Delivery, edited by K. H. Silber and R. Foshay, 263–287. Silver Spring, MD: International Society for Performance Improvement.

Clarke, Adele, and Joan H. Fujimura. (1992). The Right Tools for the Job: At Work in Twentieth-Century Life Sciences. Princeton: Princeton University Press.

Clausewitz, Carl von. (1832). Vom Kriege. Berlin: bei Ferdinand Dümmler.

Clausewitz, Carl von. (1976). On War. Edited and translated by M. Howard and P. Paret. Princeton: Princeton University Press.

Clausewitz, Carl von. (1993). On War. Edited by Peter Paret and Michael Howard. Translated by P. Paret. London: Knopf Doubleday Publishing Group.

Clausewitz, Carl von. (1995). The Campaign of 1812 in Russia. Cambridge, MA: Da Capo Press.

Cline, Ernest. (2011). Ready Player One. New York: Random House.

Clover, Carol. (1992). Men, Women and Chainsaws: Gender in the Modern Horror Film. Princeton: Princeton University Press.

Cohen, William S. (2000). Annual Report to the President and the Congress. Washington, DC: Department of Defense.

Coleman, James S. (1967). Learning Through Games. NEA Journal 56 (January): 69–70.

Collings, Ellsworth. (1931). Social Foundations of Project Teaching. Journal of Educational Sociology 5 (1): 5–42.

Collins, Randall. (2007). Turning Points, Bottlenecks, and the Fallacies of Counterfactual History. Sociological Forum 22 (3): 247–269.

Conley, Brian. (2007). Miniature War in Iraq. Installation. Las Vegas Games Expo.

Conley, Brian. (2010). Miniature War in Iraq . . . and Now Afghanistan. New York City: Installation.

Conrad, Joseph. (1990). Heart of Darkness Unabridged. New York: Dover Publications, Inc.

Conrad, Peter. (1978). Shandyism: The Character of Romantic Irony. New York: Harper & Row.

Constant, Nieuwenhuys. (2001). A Conversation with Constant. In The Activist Drawing: Retracing Situationist Architectures from Constant’s New Babylon to Beyond, edited by Catherine de Zegher and Mark Wigley, 15–26. Cambridge, MA: MIT Press.

Cooper, Helene, and Thom Shanker. (2014). Pentagon Plans to Shrink Army to Pre–World War II Level. The New York Times, February 23, 2014, accessed January 19, 2015. <http://www.nytimes.com/2014/02/24/us/politics/pentagon-plans-to-shrink-army-to-pre-world-war-ii-level.html?hp&_r=0>.

Corbeil, Pierre. (2011). History and Simulation/Gaming: Living with Two Solitudes. Simulation & Gaming 42 (4): 418–422.

Corbett, E. P. (1919). Selling Goods by Illustrated Lectures. Reel and Slide (February): 9.

Cornell, Tim, and Thomas Allen, eds. (2002). War and Games. Rochester, NY: Bordell.

Costikyan, Greg. (1996). A Farewell to Hexes. Internet Archive, accessed January 13, 2015. <http://web.archive.org/web/20040212100739/http:/www.costik.com/spisins.html>.

Costikyan, Greg. (2006). The Revolution Began with Paper. The Escapist, April 26, 2006 <http://www.escapistmagazine.com/articles/view/video-games/issues/issue_42/253-The-Revolution-Began-With-Paper>.

Costikyan, Greg. (2007). Games, Storytelling and Breaking the String. In Second Person: Role-Playing and Story in Games and Playable Media, edited by Pat Harrigan and Noah Wardrip-Fruin, 5–14. Cambridge, MA: MIT Press.

Costikyan, Greg. (2011). Board Game Aesthetics. In Tabletop: Analog Game Design, edited by Greg Costikyan and Drew Davidson, 179–184. Pittsburgh, PA: ETC Press.

Coulmas, Florian. (1991). The Writing Systems of the World. Hoboken, NJ: Wiley-Blackwell.

Craddock, David L. (2013). Stay Awhile and Listen: How Two Blizzards Unleashed Diablo and Forged a Video-Game Empire, Book I. Kindle edition.

Cramer, Christopher. (2010). World Development Report 2011: Unemployment and Participation in Violence, accessed December 19, 2014. <https://openknowledge.worldbank.org/bitstream/handle/10986/9247/WDR2011_0022.pdf>.

Crary, Jonathan. (1999). Suspensions of Perception. Cambridge, MA: MIT Press.

Crawford, Chris. (1981). The Future of Computer Wargaming. Computer Gaming World 1 (1): 3–7.

Crawford, Chris. (1982a). The Art of Computer Game Design. Berkeley: McGraw-Hill.

Crawford, Chris. (1982b). Eastern Front: A Narrative History. Creative Computing 8 (8): 100–107.

Crogan, Patrick. (2008). Wargaming and Computer Games: Fun with the Future. In The Pleasures of Computer Gaming: Essays on Cultural History, Theory and Aesthetics, edited by Melanie Swalwell and Jason Wilson, 147–166. Jefferson, NC: McFarland and Company.

Crogan, Patrick. (2011). Gameplay Mode: War, Simulation and Technoculture. Minneapolis, MN: University of Minnesota Press.

Crookall, David, and Warren Thorngate. (2009). Acting, Knowing, Learning, Simulating, Gaming. Simulation & Gaming 40 (1): 8–26.

Cuban, Larry. (1986). Teachers and Machines: The Classroom Use of Technology Since 1920. New York: Teachers College Press.

Cummings, Larry. (1965). Organizational Climates for Creativity. Academy of Management Journal 8 (3): 220–227.

Curry, John. (2008a). The Fred Jane Naval Wargame (1906), including the Royal Navy’s Wargaming Rules (1921). Bristol, UK: The History of Wargaming Project.

Curry, John. (2008b). Verdy’s Free Kriegspiel, including the Victorian Army’s 1896 War Game. Bristol, UK: The History of Wargaming Project.

Curry, John. (2008c). Dunn Kempf: The Tactical Wargame of the American Army (1977–1997). Bristol, UK: The History of Wargaming Project.

Curry, John. (2011a). Tacspiel: The American Army’s War Game of the Vietnam War (1966). Bristol, UK: The History of Wargaming Project.

Curry, John. (2011b). The Wargaming Pioneers, including Little Wars by H.G. Wells, The War Game for Boy Scouts and The War Game by Captain Sachs 1898–1940 (Early Wargames Vol. 1). Bristol, UK: The History of Wargaming Project.

Curry, John. (2012a). Fletcher Pratt’s Naval Wargame: Wargaming with Model Ships 1900–1945. Bristol, UK: The History of Wargaming Project.

Curry, John. (2012b). Innovations in Wargaming Vol. 1: Developments in Professional and Hobby Wargames. Bristol, UK: The History of Wargaming Project.

Curry, John. (2014). Early Naval Wargaming. Bristol, UK: The History of Wargaming Project.

Curry, John, and Tim Price, MBE. (2013). Dark Guest: Training Games for Cyber Warfare Volume 1: Wargaming Internet Based Attacks. Bristol, UK: The History of Wargaming Project.

Curry, John, and Tim Price, MBE. (2014). Matrix Games for Modern Wargaming: Developments in Professional and Education Wargames Volume 2. Bristol, UK: The History of Wargaming Project.

Daer, Alice J. (2010). This Is How We Do It: A Glimpse at Gamelab’s Design Process. E-Learning and Digital Media 7 (1): 108–119.

Dale, A. G., and C. R. Klasson. (1962). Business Gaming: A Survey of American Collegiate Schools of Business. Austin: Bureau of Business Research, University of Texas.

Dannhauer, General der Infanterie Z.D. (1874). Das Reisswitzsche Kriegsspiel von seinen Beginn bis zum Tode des Erfinders, 1827 (The Reisswitz Wargame from the Beginning to the Death of Its Inventor, 1827, unpublished translation by William Leeson). Militair Wochenblatt 56.

Darley, Andrew. (2000). Visual Digital Culture: Surface Play and Spectacle in New Media Genre. London: Routledge.

D’Arn, Gigi. (1982). A Letter from Gigi. Different Worlds 24:46.

de Jomini, Antoine-Henri. (2010). [1862]. The Art of War. Translated by Thomas Cleary. London: Dodo Press.

De Landa, Manual. (1991). War in the Age of Intelligent Machines. New York: Zone Books.

Debord, Guy. (1981). Report on the Construction of Situations and of the International Situationist Tendency’s Conditions of Organisation and Action. In Situationist International Anthology, edited by Ken Knabb, 17–25. Berkeley, CA: Bureau of Public Secrets.

Debord, Guy. (1991). Panegyric. vol. 1. London: Verso.

Debord, Guy. (1993). Panégyrique, Tome Premier. Paris: Gallimard.

Debord, Guy. (1999). In Girum Imus Nocte et Consumimur Igni. Paris: Gallimard.

Debord, Guy. (2005). Correspondance, Volume V: janvier 1973–Décembre 1978. Paris: Librairie Arthème Fayard.

Debord, Guy. (2006a). Correspondance, Volume VI: Janvier 1979–décembre 1987. Paris: Librairie Arthème Fayard.

Debord, Guy. (2006b). Oeuvres. Paris: Gallimard.

Debord, Guy. (2007). The State of Spectacle (Preface to the fourth Italian edition of The Society of the Spectacle). In Autonomia: Post-political Politics, edited by Sylvere Lotringer & Christian Marazzi, 96–99. New York: Semiotext(e).

Debord, Guy, and Gianfranco Sanguinetti. (1985). The Veritable Split in the International: Public Circular of the Situationist International. London: B. M. Chronos.

DefenseAerospace.com. (2011a). DARPA Kicks off Mind’s Eye program, accessed January 23, 2015. <http://www.defense-aerospace.com/articles-view/release/3/121450/darpa-kicks-off-mind%E2%80%99s-eye-program.html>.

Deleuze, Gilles. (1977). Nous Croyons au Caractère Constructiviste de Certaines Agitations de Gauche. Recherches 30:149–150.

Deleuze, Gilles. 2003. Deux Régimes de Fous: Textes et Entretiens 1975–1995. Paris: Les Éditions de Minuit.

Delwiche, Aaron. (2007). From The Green Berets to America’s Army: Video Games as a Vehicle for Political Propaganda. In The Players’ Realm: Studies on the Culture of Video Games and Gaming, edited by J. Patrick Williams and Jonas Heide Smith, 91–109. Jefferson, NC: McFarland.

Demick, Barbara. (1996). Logavina Street: Life and Death in a Sarajevo Neighborhood. Kansas City, MO: Andrews McMeel Publishing.

Demick, Barbara. (2012). Life and death on my street in Sarajevo. The Guardian, April 3, 2012. <http://www.theguardian.com/books/2012/apr/03/life-and-death-in-sarajevo>.

Dench, Ernest A. (1917). Motion Picture Education. Cincinnati, OH: The Standard Publishing Company.

Der Derian, James. (2001). Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network. Boulder, CO: Westview Press.

Der Derian, James. (2009). Virtuous War: Mapping the Military-Industrial-Media-Entertainment Network. 2nd ed. New York: Routledge.

Descargues, Madeleine. (2006). Tristram Shandy and the Appositeness of War. In Laurence Sterne’s Tristram Shandy: A Casebook, edited by Thomas Keymer, 240–258. Oxford: Oxford University Press.

Dewey, John. (1925). Experience and Nature. Chicago: Open Court Publishing.

Dick, Philip K. (1962). The Man in the High Castle. New York: Putnam.

Dill, W. R., and N. Doppelt. (1963). The Acquisition of Experience in a Complex Management Game. Management Science 10 (1): 30–46.

Dörner, Dietrich. (1996). The Logic of Failure: Recognizing and Avoiding Error in Complex Situations. Cambridge, MA: Perseus Books.

Dorosh, Michael. (2008). Tactical Game 3. The Tactical Wargamer, accessed January 13, 2015. <http://www.tacticalwargamer.com/boardgames/panzerblitz/tacgame3.htm>.

Dorris, Anna Verona. (1928). Visual Instruction in the Public Schools. Cambridge, UK: Ginn & Company.

Dougherty, Jeff. (2014). Updating Persian Incursion. The Naval SITREP 46.

Downes-Martin, Stephen. 2013. Adjudication: The Diabolus in Machina of War Gaming. US Naval War College Review 66 (3): 67–80.

Drucker, Peter. (1968). The Age of Discontinuity. New York: Harper and Row.

Duel on a Dutch Levee. (1996). World War II private reenactment event announcement, sponsored by Tim Castle, Chesapeake, MD, June 6, 1996.

Duke, Richard D. (1974). Toward a General Theory of Gaming. Simulation & Gaming 5 (2): 135–136.

Duncum, Paul. (2004). Visual Culture Isn’t Just Visual: Multiliteracy, Multimodality and Meaning. Studies in Art Education 45 (3): 252–264.

Dunnigan, James, F. (1967). The Fletcher Pratt Naval War Game. Strategy & Tactics 1: 7.

Dunnigan, James F. (1970). Designer’s Notes: The Game is a Game. Strategy & Tactics 22: XS3.

Dunnigan, James F. (1980). The Complete Wargames Handbook. New York: Morrow.

Dunnigan, James F. (1992a). The Complete Wargames Handbook: How to Play, Design and Find Them. Revised edition. New York: William Morrow.

Dunnigan, James. (1992b). The Complete Wargames Handbook: How to Play, Design and Find Them. 2nd ed. New York: Quill.

Dunnigan, James F. (2000a). Wargames Handbook, Third Edition: How to Play and Design Commercial and Professional Wargames. Lincoln, NE: Writers Club Press. Kindle e-book.

Dunnigan, James F. (2000b). Wargames Handbook: How to Play and Design Commercial and Professional Wargames. San Jose, CA: Writers Club Press.

Dunnigan, James F. (n.d.). Transition: S&T Change Publishers. Strategy & Tactics. Book IV: Nrs. 16–18, inside covers.

Dunnigan, James F., and Albert A. Nofi. (1990). Dirty Little Secrets of the Vietnam War. New York: St. Martin’s Press.

Dunnigan, James F., and Raymond M. Macedonia. (1993). Getting It Right: American Military Reforms After Vietnam to the Gulf War and Beyond. New York: William Morrow & Co.

Dunnigan, James F., and Redmond Simonsen. (1969). The Blitzkrieg Module System. Strategy & Tactics 19: 17–24.

Dupuy, T. N. (1979). Numbers, Predictions & War. Indianapolis: Bobbs-Merrill.

Dyer-Witherford, Nick, and Greig De Peuter. (2009). Games of Empire: Global Capitalism and Video Games. Minneapolis: University of Minnesota Press.

Earle, David M. (2009). Re-covering Modernism: Pulps, Paperbacks, and the Prejudice of Form. Burlington, VT: Ashgate Publishing Company.

Earle, David M. (2012). Pulp Magazines and the Popular Press. In The Oxford Critical and Cultural History of Modernist Magazines, Vol. 2: North America 1894–1960, edited by Peter Brooker and Andrew Thacker, 197–216. Oxford: Oxford University Press.

Edwards, John. (1970). Stalingrad: Australian Style. S&T Supplement 3: 12–18.

Edwards, John. (1978). Interview: John Edwards. GEN 15 (1): 16–17.

Edwards, Paul. (1996). The Closed World: Computers and the Politics of Discourse in Cold War America. Cambridge, MA: MIT Press.

Edwards, Ron. (2001). GNS and Other Matters of Role-Playing Theory, Chapter 2. The Forge, October 14, 2001, accessed December 12, 2014. <http://www.indie-rpgs.com/articles/3>.

Electronic Arts. (2013). Medal of Honor Warfighter. EA, accessed January 19, 2015. <http://www.ea.com/medal-of-honor-warfighter>.

Eliot, Charles. (1913). The Tendency to the Concrete and Practical in Modern Education. Boston: Houghton Mifflin.

Elliott, Carlson. (1966). The Versatile Business Game; its Growing use in Industry. Wall Street Journal, July 8: 1–2.

Ellis, Don Carlos, and Laura Thornborough. (1923). Motion Pictures in Education. New York: Thomas Y. Cromwell Company.

Esposito, Vincent J., ed. (1995). The West Point Atlas of American Wars, vol. 1., 1689–1900. New York: Henry Holt and Company.

Evans, Richard. (2014). Altered Pasts: Counterfactuals in History. London: Little, Brown and Company.

Ewalt, David. (2013). Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. New York: Scribner.

Faden, Lisa Y. (2014). The Story of the Nation in Wartime: World War II in US and Canadian Secondary History Classes. In (Re)Constructing Memory: School Textbooks, Identity, and the Pedagogies and Politics of Imagining Community, edited by J. H. Williams, 191–218. Rotterdam: Sense.

Faidutti, Bruno. (2007). On Mystery of the Abbey. In Second Person: Role-Playing and Story in Games and Playable Media, edited by Pat Harrigan and Noah Wardrip-Fruin, 95–98. Cambridge, MA: MIT Press.

Farrow, Daniel W, IV. (2005). Avalon Hill Games, 1952–1998. Personal website, accessed January 13, 2015. <http://users.rcn.com/dwfiv/games/avalonhillgames.html>.

Featherstone, Donald. (1962). War Games. London: Stanley Paul.

Featherstone, Donald. (1965). Naval War Games. London: Stanley Paul. Second edition (2009) reprinted as Donald Featherstone’s Naval War Games: Wargaming with Model Ships. Bristol, UK: The History of Wargaming Project.

Feist, Raymond, and Janny Wurts. (1987–1992). The Empire Trilogy [series]. New York: Doubleday.

Ferguson, Niall, ed. (2000). Virtual History: Alternatives and Counterfactuals. New York: Basic Books.

Ferguson, Niall. (2003). Introduction. Virtual History: Towards a ‘Chaotic’ Theory of the Past. In Virtual History: Alternatives and Counterfactuals, edited by Niall Ferguson, 1–90. London: Pan.

Fields, A. Belden. (1988). Trotskyism and Maoism: Theory and Practice in France and the United States. New York: Autonomedia.

Filewod, Alan. (2012). Warplay: Spectacle, Performance, and (Dis) Simulation of Combat. In Bearing Witness: Perspectives on War and Peace from the Arts and Humanities, edited by Sherrill Grace, Patrick Imbert and Tiffany Johnstone, 17–27. Montreal: McGill-Queen’s University Press.

Filipović, Zlata. (1993). Zlata’s Diary: A Child’s Life in Wartime Sarajevo. London: Penguin.

Fine, Gary. (1979). Small Groups and Culture Creation: The Idioculture of Little League Baseball Teams. American Sociological Review 44: 733–745.

Fine, Gary. (1983). Shared Fantasy: Role-playing Games as Social Worlds. Chicago: Chicago University Press.

Foley, John A. (2007). Combat Commander—Developer’s Notes: Up Close and Personal. C3i Magazine 19.

Fortun, M., and S. Schweber. (1993). Scientists and the Legacy of the World War II: The Case of Operations Research. Social Studies of Science 23 (4): 595–642.

Fossheim, Hallvard, and Tarjei Mandt Larsen. (2012). The Philosophy of Computer Games. Dordrecht: Springer.

Foster, Aroutis N., and Punya Mishra. (2009). Games, Claims, Genres & Learning. In Handbook of Research on Effective Electronic Gaming in Education, vol. III. Edited by Richard E. Ferdig, 33–50. Hershey, PA: Information Science Reference.

Foxhall, Lin. (2013). Can We See the “Hoplite Revolution” on the Ground? Archaeological Landscapes, Material Culture and Social Status in Early Greece. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 194–221. Princeton: Princeton University Press.

Frank, Anders. (2012). Gaming the Game: A Study of the Gamer Mode in Educational Wargaming. Simulation & Gaming 43 (1): 118–132.

Frank, Richard B. (1990). Guadalcanal: The Definitive Account of the Landmark Battle. New York: Penguin Books.

Fredericks, P. G. (1958). And Now—“Wide-Screen” Warfare. New York Times Sunday Magazine, December 7: 96.

Freeman, Frank N. (1924). Visual Education: A Comparative Study of Motion Pictures and Other Methods of Instruction. Chicago: University of Chicago Press.

Friedman, Norman. (2011). Naval Weapons of World War One. Annapolis: Naval Institute Press.

Fryer-Biggs, Zachary. (2014). Cyber Spending Rare Bright Spot in Budget. Defense News, March 2, 2014, accessed January 9, 2015. <http://www.defensenews.com/article/20140302/DEFREG02/303020017/Cyber-Spending-Rare-Bright-Spot-Budget>.

Frost and Sullivan. (1980). The Military and Aerospace Trainer and Simulator Market. New York: Frost and Sullivan.

Frost, Holloway. (1936). The Battle of Jutland. Annapolis: Naval Institute Press.

Fuller, Buckminster. (1969a). Utopia or Oblivion: The Prospects for Humanity. New York: Bantam Books.

Fuller, Buckminster. (1969b). Operating Manual for Spaceship Earth. Chicago: Southern Illinois University Press.

Gaddis, John Lewis. (2002). The Landscape of History: How Historians Map the Past. Oxford: Oxford University Press.

Gadomski, Christopher. (1980). The Great Pretenders: Simulators and Training Devices in Today’s Defense Environment. Sea Power 23 (12): 38–42.

Gaffney, Helen, and Alasdair Vincent. (2011). Modeling Information Operations in a Tactical-level Stabilization Environment. Journal of Defense Modeling and Simulation 8:2.

Gagnon, Frédérick. (2010). Invading Your Hearts and Minds: Call of Duty and the (Re)Writing of Militarism in US Digital Games and Popular Culture. European Journal of American Studies 5 (3): document 3.

Galloway, Alexander R. (2006). Gaming: Essays on Algorithmic Culture. Minneapolis: University of Minnesota Press.

Games Workshop Group PLC. (2000–2014a). The Games Workshop Hobby. Games Workshop 2000–2014, accessed January 6, 2014. <http://investor.games-workshop.com/the-games-workshop-hobby>.

Games Workshop Group PLC. (2000–2014b). Our Business Model. Games Workshop 2000–2014, accessed June 30, 2014. <http://investor.games-workshop.com/our-business-model>.

Games Workshop Group PLC. (2006). Chairman’s Preamble: Annual Report 2005–06. <http://investor.games-workshop.com/chairmans-preamble-annual-report-2005-06>.

Games Workshop Group PLC. (2014). Annual Report 2013–14. <http://investor.games-workshop.com/2014/07/29/annual-report-2013-14>.

Gardner, Luke. (1993). Fourth Armored Unit, Company A, 51st Armored Infantry Battalion newsletter, December, 1993.

Gardner, Luke. (1994). Warning Order [to 4th Armored unit members].

Gardner, Marvin. 1975. John E. Koontz to Marvin Gardner, 11 June. Box 33, folder 8. In Marvin Gardner Papers. SC647. Stanford University Libraries.

Garamone, Jim. (2010). Alexander Details U. S. Cyber Command Gains. American Forces Press Service, September 24, 2010, accessed January 19, 2014. <http://www.defense.gov/news/newsarticle.aspx?id=61014>.

Gascoigne, Marc, and Nick Kyme. (2007). The Art of Warhammer. Nottingham: The Black Library.

Gates, Robert. (2014). Duty: Memoirs of a Secretary at War. New York: Knopf.

Gay, R. C. (1937). Teacher Reads the Comics. Harvard Educational Review (March): 198–209.

Geertz, Clifford. (1972). The Interpretation of Cultures. New York: Basic Books, Inc.

General Accounting Office. (1980). GAO Report PAD-80–21. Models, Data, and War: A Critique of the Foundation for Defense Analysis. Washington, DC: General Accounting Office.

Gerbaudo, Paolo. (2012). Tweets and the Streets: Social Media and Contemporary Activism. London: Pluto.

Gertler, Jeremiah. (2012). U. S. Unmanned Aerial Systems. Washington, DC: Congressional Research Service. <http://fas.org/sgp/crs/natsec/R42136.pdf>.

Ghamari-Tabrizi, Sharon. (2005). The Worlds of Herman Kahn: The Intuitive Science of Thermonuclear War. Cambridge, MA: Harvard University Press.

Ghamari-Tabrizi, Sharon. (n.d.). US Wargaming Grows Up: A Short History of the Diffusion of Wargaming in the Armed Forces and Industry in the Postwar Period up to 1964. Strategy Page. <http://www.strategypage.com/articles/default.asp?target=Wgappen.htm>.

Ghamari-Tabrizi, Sharon. (2005). The Worlds of Herman Kahn. Cambridge, MA: Harvard University Press.

Ghamari-Tabrizi, Sharon. (2012). Cognitive and Perceptual Training in the Cold War Man-Machine System. In Uncertain Empire: American History and the Idea of the Cold War, edited by Joel Isaacs and Duncan Bell, 267–293. Oxford: Oxford University Press.

Gibson, James, ed. (1947). Motion Picture Testing and Research: Report No. 7. Washington DC: Army Air Forces Aviation Psychology Program Research Reports.

Gile, Robert H. (2004). Global War Game: Second Series 1984–1988. Newport, RI: Naval War College.

Gilman, Don. (2012). Harpoon Timeline. Accessed May, 2014. <http://www.h3milsim.net/timeline>.

Gilman, Don, and Larry Bond. (2006). Harpoon: An Original Serious Game. Paper presented at the Serious Games Conference, Arlington, VA, October 2006.

Gilman, Robert. (1971). The Navigator of Rhada. London: Gollancz.

Glick, Stephen, and Ian Charters. (1983). War, Games and Military History. Journal of Contemporary History 18 (4): 567–582.

Godfrey, Eleanor. (1967). The State of Audiovisual Technology, 1961–1966. Washington, DC: National Education Association.

Goldhamer, Herbert. (1954). Toward a Cold War Game. Santa Monica, CA: RAND Corporation.

Goldhamer, Herbert, and Hans Speier. (1959). Observations on Political Gaming. World Politics 12:1.

Gooderson, Ian. (1998). Air Power at the Battlefront: Allied Close Air Support in Europe 1943–45. London: Routledge.

Gordon, Andrew. (1996). The Rules of the Game: Jutland and British Naval Command. London: John Murray.

Gordon, Alice Kaplan. (1970). Games for Growth. Palo Alto, CA: Science Research Associates, Inc.

Gordon, William J. J. (1956). Operational Approach to Creativity. Harvard Business Review 34 (6): 41–51.

Gouglas, Sean, Mihaela Ilovan, Shannon Lucky, and Silvia Russell. (2014). Abort, Retry, Pass, Fail: Games as Teaching Tools. In Pastplay: Teaching and Learning History with Technology, edited by Kevin Kee, 121–138. Ann Arbor: University of Michigan Press.

Graham, R. G., and C. F. Gray. (1969). Business Games Handbook. New York: American Management Association.

Graham, Thomas, and Robert Allyn Dick. (1996). Tactical awareness monitoring and direct response system. Google patent, filed April 17, 1996. <http://www.google.com/patents/US5971580>.

Grant, Tom. (2005–14). Insurgency and Terrorism. BoardGameGeek, accessed January 13, 2015. <http://boardgamegeek.com/geeklist/6478/insurgency-and-terrorism>.

Grant, Tom. (2012). Episode 38: Jerry Taylor. I’ve Been Diced. Podcast audio. August 6, 2012. <http://ivebeendiced.blogspot.com/2012/08/ive-been-diced-episode-38-jerry-taylor.html>.

Graubard, Morlie, and Carl Builder. (1980). RAND’s Strategic Assessment Center: An Overview of the Concept, N-1583-DNA. Santa Monica, CA: RAND Corporation.

Greenwood, Don [interviewed by Rex A. Martin] (1986). Staff Briefing: An Interview with Don Greenwood. The General 22: 6.

Greenwood, Don, John Hill, and Hal Hock. (1978). Design Analysis—Game Design: Art or Science (An Evaluation of the Squad Leader Game Design). The General 14: 5.

Gregory, Derek. (2011a). Lines of Descent. openDemocracy, November 8, 2011, accessed January 11, 2015. <http://www.opendemocracy.net/print/62494>.

Gregory, Derek. (2011b). From a View to a Kill: Drones and Late Modern War. Theory, Culture & Society 28 (7–8): 188–215.

Gregory, Derek. (2014). The God Trick and the Administration of Military Violence. Geographical Imaginations: War, Space and Security, April 26, 2014, accessed January 11, 2015. <http://geographicalimaginations.com/2014/04/26/the-god-trick-and-the-administration-of-military-violence>.

Grossman, Dave. (2009). On Killing: The Psychological Cost of Learning to Kill in War and Society. New York: Little, Brown and Co.

Grosvenor, Ian. (2012). Back to the Future or Towards a Sensory History of Schooling. History of Education 41 (5): 675–687.

Grusin, Richard A. (2010). Premediation: Affect and Mediality after 9/11. New York: Palgrave Macmillan.

Guattari, Felix. (2013). Balance Program for Desiring-Machines. In The New Media and Technocultures Reader, edited by Seth Giddings and Martin Lister, 129–138. New York: Routledge.

Guetzkow, Harold, Chadwick F. Alger, Richard A. Brody, Robert C. Noel, and Richard C. Snyder. (1963). Simulation in International Relations. Englewood Cliffs, NJ: Prentice-Hall.

Gunning, Tom. (1990). The Cinema of Attraction: Early Film, Its Spectator, and the Avant-Garde. In Early Cinema: Space Frame Narrative, edited by Thomas Elsaesser and Adam Barker, 56–62. London: British Film Institute Publishing.

Gunning, Tom. (1993). Now You See It, Now You Don’t: The Temporality of the Cinema of Attractions. Velvet Light Trap 32 (Fall): 3–12.

Gunning, Tom. (1994). The Whole Town’s Gawking: Early Cinema and the Visual Experience of Modernity. Yale Journal of Criticism 7 (2): 189–201.

Gunzinger, Mark. (2013). Shaping America’s Future Military toward a New Force Planning Construct. Washington, DC: Center for Strategic and Budgetary Assessments.

Guy, Emmanuel, and Laurence de Bras. (2013). Guy Debord: Un Art de la Guerre. Paris: Bibliothèque Nationale de France/Gallimard.

Gysin, Fritz. (1983). Model and Motif in Tristram Shandy. Bern: Francke Verlag.

Haefele, John W. (1962). Creativity and Innovation. New York: Reinhold Publishing Co.

Haigh, Thomas. (2001). Inventing Information Systems: The Systems Men and the Computer, 1950–1968. Business History Review 75 (1): 15–61.

Haldon, John, Bart Craenen, Georgios Theodoropoulos, Vinoth Suryanarayanan, Vincent Gaffney, and Philip Murgatroyd. (2010). Medieval Military Logistics: A Case for Distributed Agent-based Simulation. In SIMUTools 10: Proceedings of the 3rd International ICST Conference on Simulation Tools and Techniques. Brussels: Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering.

Halter, Ed. (2006). From Sun Tzu to XBox: War and Video Games. New York: Thunder’s Mouth Press.

Hamburger, W. (1955). Monopologs: an Inventory Management Game. RM-1579. Santa Monica, CA: RAND Corporation.

Hamer, John. (2005). History Teaching and Heritage Education: Two Sides of the Same Coin, or Different Currencies? In The Politics of Heritage: The Legacies of Race, edited by Jo Littler and Roshi Naidoo, 159–168. London: Routledge.

Hamilton, Kirk. (2013). Spec Ops Writer on Violent Games: ‘We’re Better Than That.’ Kotaku, accessed May 5, 2013. <http://kotaku.com/spec-ops-writer-on-violent-games-were-better-than-th-460992384>.

Hanley, Nathan, and Helen Gaffney. (2011). The Peace Support Operations Model: Modeling Techniques Present and Future. Journal of Defense Modeling and Simulation 8:2.

Hanson, Victor Davis. (2013). The Hoplite Narrative. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 256–276. Princeton: Princeton University Press.

Harding, Tucker, and Mark Whitlock. (2013). Leveraging Web-based Environments for Mass Atrocity Prevention. Simulation & Gaming 44:1.

Hardy, Thomas. (1908). The Dynasts. London: Macmillan.

Harmon, Robert D. (1974). Beyond Situation 13. GEN 11 (4): 7–12.

Harrigan, Pat, and Noah Wardrip-Fruin. (2011). Twilight Struggle and Card-Driven Historicity. In Tabletop: Analog Game Design, edited by Greg Costikyan and Drew Davidson, 159–166. Pittsburgh, PA: ETC Press.

Harris, Chester, and Louise Buenger. (1955). Relation Between Learning by Film and Learning by Lecture. AV Communication Review 3 (Winter): 29–34.

Harris, Derrick. (1999). Unit Count, WWII Newsgroup, January 9, 1999.

Harrop, Mitchell, and Martin Gibbs. (2013). Everyone’s a Winner at Warhammer 40K (or, at least not a loser). Marcus Carter, August 2013, accessed July 6, 2014. <http://marcuscarter.com/wp-content/uploads/2013/08/harrop-warhammer.pdf>.

Harvey, Giles. (2012). The Third Reich by Roberto Bolaño. The Guardian, January 27, 2012, accessed October 14, 2014. <http://www.theguardian.com/books/2012/jan/27/third-reich-roberto-bolano-review>.

Hausrath, Alfred. (1971). Venture Simulation in War, Business, and Politics. New York: McGraw-Hill.

Hawley, Judith. (2009). Tristram Shandy, Learned Wit, and Enlightenment Knowledge. In The Cambridge Companion to Laurence Sterne, edited by Thomas Keymer, 34–48. Cambridge: Cambridge University Press.

Hay, Bud, and Bob Gile. (1993). Global War Game: The First Five Years. Newport, RI: Naval War College.

Heims, Steve J. (1993). Constructing a Social Science for Postwar America: The Cybernetics Group 1946–1953. Cambridge, MA: MIT Press.

Heist, Paul. (1968). Education for Creativity. San Francisco, CA: Jossey-Bass.

Heller, Joseph. (1961). Catch-22. New York: Simon & Schuster.

Heller, Major Charles E. (1984). Chemical Warfare in World War I: The American Experience, 1917–1918. Leavenworth Papers No. 10. Fort Leavenworth, KS: Combat Studies Institute.

Helmer, Olaf. (1967). Methodology of Societal Studies. P-3611. Santa Monica, CA: RAND Corporation.

Hemingway, Graham, Himanshu Neema, Harmon Nine, Janos Sztipanovits, and Gabor Karsai. (2011). Rapid Synthesis of High-level Architecture-Based Heterogeneous Simulation: A Model-Based Integration Approach. Simulation, March 17: 1–16.

Henry, Mark. (1993). Nominations for Central Powers Combat Commander of the GWA. On the Wire 4: 5.

Herbert, Frank. (1965). Dune. Philadelphia: Chilton.

Herken, Gregg. (1985). Counsels of War. New York: Knopf.

Herman, Mark, Mark Frost, and Robert Kurz. (2009). Wargaming for Leaders: Strategic Decision Making from the Battlefield to the Board Room. New York: McGraw-Hill.

Hickman, Tracy and Margaret Weis. (1984–2009). Dragonlance [series]. New York: Random House.

Hill, John. (1977). A Squad Leader Preview—The Building of Squad Leader. GEN 14:2.

Hill, John. (2010). The 2 Half-Squads, February 26, 2010, podcast audio. <http://www.the2halfsquads.com/2010/02/episode-32-view-from-hill.html>.

Hill, Joseph E., and Derek Nunner. (1971). Personalizing Educational Programs Utilizing Cognitive Style Mapping. Bloomfield Hills, MI: Oakland Community College Press.

Hitch, Charles J., and Roland N. McKean. (1960). The Economics of Defense in the Nuclear Age. Cambridge, MA: Harvard University Press.

Hitchens, Michael, Bronwin Patrickson, and Sherman Young. (2014). Reality and Terror, the First-Person Shooter in Current Day Settings. Games and Culture 9 (1): 3–29.

Hoare, Andy. (2011). Rick Priestley Interview. Tales from the Maelstrom, September 25, 2011, accessed January 6, 2015. <http://talesfromthemaelstrom.blogspot.com.au/2011/09/rick-priestley-interview.html>.

Hoarn, Steven. (2013). SOCOM Seeks TALOS (Tactical Assault Light Operator Suit). Defense Media Network, May 18, 2013, accessed January 19, 2013. <http://www.defensemedianetwork.com/stories/socom-seeks-talos-tactical-assault-light-operator-suit>.

Hoban, Charles F., Jr. (1946). Movies that Teach. New York: The Dryden Press.

Hoban, Charles F., Jr., and Edward Van Ormer. (1950). Instructional Film Research, 1918–1950. SDC 269–7–19. Port Washington, NY: Special Devices Center, Department of the Army and Department of the Navy.

Hockaday, David, Daniel Barnhardt, James Staples, Pamela Sitko, and Odile Bultan. (2013). Simulating the Worst to Prepare the Best: A Study of Humanitarian Simulations and their Benefits. Emergency Capacity Building Project. <http://www.ecbproject.org/resource/18416>.

Hocking, Clint. (2007). Ludonarrative Dissonance in Bioshock: The Problem of What the Game Is About. Click Nothing, last modified October 7, 2007. <http://clicknothing.typepad.com/click_nothing/2007/10/ludonarrative-d.html>.

Hofer, Margaret. (2003). The Games We Played: The Golden Age of Board and Table Games. Princeton, NJ: Princeton Architectural Press.

Höglund, Johan. (2008). Electronic Empire: Orientalism Revisited in the Military Shooter. Game Studies 8:1.

Hollis, A. P. (1926). Motion Pictures for Instruction. New York: The Century Company.

Hooper, Richard. (1969). A Diagnosis of Failure. AV Communication Review 17 (3): 245–264.

Hound, Carl, Arthur Lumsdaine, and Fred Sheffield. (1949). Experiments on Mass Communication, Studies in Social Psychology in World War II. vol. 3. Princeton: Princeton University Press.

House, Daniel. (2012). The Viability of Com­mercial Sub-Orbital Spacecraft for Military Strike Missions. M.A. thesis, American Public University System.

Huizinga, Johan. (1950). Homo Ludens: A Study of the Play Element in Culture. Boston: Beacon Press.

Human Rights Watch. (2010). Open Letter to President Obama: Targeted Killings and Unmanned Combat Aircraft Systems (Drones). Human Rights Watch, December 7, 2010, accessed January 11, 2015. <http://www.hrw.org/news/2010/12/07/letter-obama-targeted-killings>.

Huntemann, Nina B. (2009). Playing with Fear: Catharsis and Resistance in Military-Themed Video Games. In Joystick Soldiers: The Politics of Play in Military Video Games, edited by Nina B. Huntemann and Matthew Thomas Payne, 223–236. New York, London: Routledge.

Huntemann, Nina, and Matthew Thomas Payne. (2010). Joystick Soldiers: The Politics of Play in Military Video Games. New York: Routledge.

Hurd, Archer Willis. (1945). Do You Learn to Do by Doing? Journal of Educational Sociology 19 (2): 83–86.

Hussey, Andrew. (2001). The Game of War: The Life and Death of Guy Debord. London: Jonathan Cape.

Hussey, Thomas. (2014). Potential Impact of Civilian Wargames on the Military. Submitted manuscript.

Hyde, Henry. (2013). The Wargaming Compendium. Barnsley, UK: Pen & Sword.

Illingworth, David. (2007). Allusive, Ludicrous, Illusive: Games in and with Tristram Shandy. Shandean 18:40–55.

Institute for Creative Technologies. (2012). BiLAT Bilateral Negotiation Trainer, accessed December 19, 2014. <http://ict.usc.edu/wp-content/uploads/overviews/BiLAT_Overview.pdf>.

Institute for Creative Technologies. (2015). ICT Overview. USC Institute for Creative Technologies, accessed August 28, 2014. <http://ict.usc.edu/about>.

Institute of Contemporary Art. (1957). Conference on Motivating the Creative Process. Harriman, NY, Arden House, May 7–10, 1957.

Interdisciplinary Symposia on Creativity, Michigan State University. (1959). Creativity and Its Cultivation: Addresses, edited by Harold H. Anderson. New York: Harper & Row.

International Committee of the Red Cross. (2013). Video Games and Law of War, accessed December 19, 2014. <http://www.icrc.org/eng/resources/documents/film/2013/09-28-ihl-video-games.htm>.

Iraq Body Count. (2014). Documented Civilian Deaths from Violence, accessed December 19, 2014. <https://www.iraqbodycount.org/database>.

Italian Campaign 1944. (1998). World War II event announcement.

Jacka, Benedict. (2013). Chosen. London: Ace Books.

Jackson, J. R. (1959). Learning from Experience in Business Decision Games. California Management Review 1 (2): 92–107.

Jackson, Robert. (1952). Visual Principles for Training by Television. SDC 20-TV-2. Port Washington, NY: Special Devices Center, Department of the Army and Department of the Navy.

Jafnakol, Orlygg. (2013). The Mighty Avenger: An Interview with Bryan Ansell. Realm of Chaos 80s, February 16, 2013, accessed June 6, 2014. <http://realmofchaos80s.blogspot.co.uk/2013/02/the-mighty-avenger-interview-with-bryan.html>.

Jafnakol, Orlygg. (2014). The Grand Master Returns: A Second Interview with Tony Ackland. Realm of Chaos 80s, January 25, 2014, accessed June 6, 2014. <http://realmofchaos80s.blogspot.co.uk/2014/01/the-grandmaster-returns-second.html>.

Jane, Fred. (1898). Jane’s All the World’s Fighting Ships. New York: Little, Brown and Company.

Jappe, Anselm. (1999). Guy Debord. Berkeley: University of California Press.

Jay, E. S., and R. L. McCornack. (1960). Information-Processing under Overload Conditions. American Psychologist 15 (7): 21–30.

Jensen, Kurt, and Lars M. Kristensen. (2009). Coloured Petri Nets: Modelling and Validation of Concurrent Systems. Berlin: Springer-Verlag.

Johnson, Burt (1996). Referees. World War II newsgroup, November 18, 1996.

Johnson, Roy Ivan. (1938). The Experience Curriculum in Action. English Journal 27 (3): 229–235.

Johnson, Stuart, Rita Johnson, and the Regional Education Laboratory for the Carolinas and Virginia. (1970). Developing Individualized Instructional Materials. Palo Alto, CA: Westinghouse Learning Press.

Johnson, Walter. (2003). On Agency. Journal of Social History 37: 113–124.

Johnson, William H. (1927). Fundamentals in Visual Instruction. Chicago: The Educational Screen, Inc.

Joint Chiefs of Staff (1987–2013). JP 1–02. DOD Dictionary of Military and Associated Terms. Washington, DC: Department of Defense.

Jones, Joshua. (2012). Necessary (Perhaps) But Not Sufficient: Assessing Drone Strikes Though a Counterinsurgency Lens. Small Wars Journal, August 28, 2012, accessed January 11, 2015. <http://smallwarsjournal.com/blog/necessary-perhaps-but-not-sufficient-assessing-drone-strikes-through-a-counterinsurgency-lens>.

Jones, Phillip N., and Thomas Mastaglio (MYMIC LLC). (2006). Evaluating the Contributions of Virtual Simulations to Combat Effectiveness. Study Report 2006–04, ARI, March.

Jones, William. (1985). RAND Corporation Research Note N-2322-RC: On Free-Form Gaming, accessed December 19, 2014. <http://www.rand.org/content/dam/rand/pubs/notes/2007/N2322.pdf>.

Jordan, A. M. (1937). Use of Motion Pictures in Instruction. High School Journal 20 (5): 188–193.

Jordan, Robert. (1990–2007). The Wheel of Time [series]. New York: Tor Books.

Jordan, Robert, and Brandon Sanderson. (2007–13). The Wheel of Time [series]. New York: Tor Books.

Juul, Jesper. (2011). Half-Real: Video Games between Real Rules and Fictional Worlds. Cambridge, MA: MIT Press.

Kagan, Donald, and Gregory F. Viggiano. (2013). The Hoplite Debate. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 1–56. Princeton: Princeton University Press.

Kahn, Herman. (1960). On Thermonuclear War. Princeton: Princeton University Press.

Kahn, Herman. (1964). Thinking about the Unthinkable. New York: Horizon Press.

Kahn, Herman, and Anthony Weiner. (1961). The Year 2000. New York: Macmillan.

Kahn, Herman, Daniel Bell, and Anthony Wiener. (1968). The Year 2000: A Framework for Speculation on the Next 33 Years. New York: Macmillan.

Kanner, Joseph, Richard Runyon, and Otello Desiderato. (1954). Television in Army Training: Evaluation of Television in Army Basic Training. Technical Report 14. Washington, DC: George Washington University, Human Resources Research Office.

Kant, Immanuel. (2003). The Critique of Pure Reason, translated by J.M.D. Meikeljohn. Project Gutenberg Ebook #4280. <http://www.gutenberg.org/files/4280/4280-h/4280-h.htm>.

Kapell, Matthew Wilhelm, and Andrew B. R. Elliott. (2013). Playing with the Past: Digital Games and the Simulation of History. New York: Bloomsbury.

Kaplan, Wendy, ed. (2011). California Design, 1930–1965: Living in a Modern Way. Cambridge, MA: MIT Press.

Karsai, Gábor, Miklos Maroti, Ákos Lédeczi, Jeff Gray, and Janos Sztipanovits. (2004). Composition and Cloning in Modeling and Meta-Modeling. IEEE Transactions on Control Systems Technology 12 (2): 263–278.

Katz, Leon. (1995). The Compleat Dramaturg. In What Is Dramaturgy? edited by Bert Cardullo, 13–16. New York: Peter Lang.

Kaufman, Vincent. (2006). Guy Debord: Revolution in the Service of Poetry. Minneapolis: University of Minnesota Press.

Kebritchi, Mansureh, and Atsusi Hirumi. (2008). Examining the Pedagogical Foundations of Modern Educational Computer Games. Computers & Education 51: 1729–1743.

Kee, Kevin, ed. (2014). Pastplay: Teaching and Learning History with Technology. Ann Arbor: University of Michigan Press.

Keegan, John. (1976). The Face of Battle: A Study of Agincourt, Waterloo, and the Somme. London: Jonathan Cape.

Kelly, Henry. (2005). Games, Cookies and the Future of Education. Issues in Science and Technology, last modified on November 27 2013, accessed January 9, 2015. <http://issues.org/21-4/kelly>.

Kelly, Henry. (2008). Continuous Improvement in Undergraduate Education: A Possible Dream. Innovations: Technology, Governance, Globalization 3 (3): 133–151.

Kemp, Peter K., ed. (1960). The Papers of Admiral Sir John Fisher [2 vols.]. London: Naval Records Society.

Kendler, Howard, and John Cook. (1951). Implications of Learning Theory for the Design of Audio-Visual Aids. HRRL Memo Report No. 12(a). Washington, DC: US Air Force, Human Resources Research Laboratories, Headquarters Command, Bolling Air Force Base.

Keogh, Brendan. (2013). Killing is Harmless: A Critical Reading of Spec Ops: The Line. Stolen Projects. Kindle Edition.

Kessel, John. (2004). Creating the Innocent Killer: Ender’s Game, Intention and Morality. Foundation, the International Review of Science Fiction 33: 90, accessed October 14, 2014. <http://johnjosephkessel.wix.com/kessel-website#!creating-the-innocent-killer/ce5s>.

Keymer, Thomas. (2006). Sterne and the “New Species” of Writing. In Laurence Sterne’s Tristram Shandy: A Casebook, edited by Thomas Keymer, 50–75. Oxford: Oxford University Press.

Keyser, John. (2014). The Letter from John. 11 bit studios, last modified March 27, 2014. <http://www.11bitstudios.com/blog/en/16/this-war-of-mine/23/the-letter-from-john.html>.

Kibbee, J. M. (1959). Dress Rehearsal for Decision-Making: The Growing Use of Business Games. Management Review 48 (February): 4–8.

Kibbee, J. M., C. J. Craft, and B. Nanus. (1961). Management Games. New York: Reinhold.

Kilcullen, David. (2010). Counterinsurgency. New York: Oxford University Press.

Kiell, Norman. (1961). The Myth of Fun. Journal of Educational Sociology 35 (1): 1–10.

Kim, James. (2007). “Good cursed, bouncing losses”: Masculinity, Sentimental Irony and Exuberance in Tristram Shandy. Eighteenth Century (Lubbock, Tex.) 41 (1): 3–24, 93.

Kim, John H. (2008). The Threefold Model. Darkshire. <http://www.darkshire.net/~jhkim/rpg/theory/threefold>.

Kipp, Jacob (1985). Lenin and Clausewitz: the Militarisation of Marxism, 1914-1921. Military Affairs 49: 4 (October): 184–191.

Kirschenbaum, Matthew. (2009). War Stories: Board Wargames and (Vast) Procedural Narratives. In Third Person: Authoring and Exploring Vast Narratives, edited by Pat Harrigan and Noah Wardrip-Fruin, 357–371. Cambridge, MA: MIT Press.

Kirschner, P. A., J. Sweller and Richard E. Clark. (2006). Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based Experiential and Inquiry-Based Teaching. Educational Psychologist 41 (2): 75–86.

Kittel, Charles. (1947). The Nature and Development of Operations Research. Science 105 (2719): 150–153.

Klabbers, Jan. (2009). Terminological Ambiguity: Game and Simulation. Simulation & Gaming 40 (4): 446–463.

Knerr, Bruce W. (2007). Immersive Simulation Training for the Dismounted Soldier. Study Report 2006–1 ARI, February.

Kohn, Alfie. (1986). No Contest: The Case Against Competition. Boston: Houghton Mifflin.

Kraft, Ivor. (1966). The Cult of Creativity. Teachers College Record 67 (8): 618–622.

Kraft, Ivor. (1967). Pedagogical Futility in Fun and Games. NEA Journal 56: 71–72.

Krentz, Peter. (2013). Hoplite Hell: How Hoplites Fought. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 134–156. Princeton: Princeton University Press.

Krepinevich, Andrew. (1992). The Military-Technical Revolution: A Preliminary Assessment. Washington, DC: Office of Net Assessment.

Kuenne, Robert. (1965). The Attack Submarine: A Study in Strategy. New Haven: Yale University Press.

Kumar, Radha, ed. (2009). Negotiating Peace in Deeply Divided Societies: A Set of Simulations. New Delhi: SAGE Publications India.

LaGrone, Sam. (2013). Interview: Larry Bond on Tom Clancy. USNI News, October 8, 2013, accessed October 14, 2014. <http://news.usni.org/2013/10/08/interview-larry-bond-tom-clancy>.

Lamb, Jonathan. (1981). The Comic Sublime and Sterne’s Fiction. ELH 1:110–143.

Lamb, Jonathan. (1989). Sterne’s Fiction and the Double Principle. New York: Cambridge University Press.

Lampton, Donald R., Daniel P. McDonald, Mar E. Rodriguez, James E. Cotton, Christina S. Morris, James Parsons, and Glenn Martin. (2001). Instructional Strategies for Training Teams in Virtual Environments. TR 1110, ARI, March.

Lanchester, F. W. (1916). Aircraft in Warfare: The Dawn of the Fourth Arm. London: Constable and Company, Ltd.

Langner, Ralph. (2013). Stuxnet’s Secret Twin. Foreign Policy, November 19, 2013, accessed July 29, 2015. <http://foreignpolicy.com/2013/11/19/stuxnets-secret-twin>.

Lanham, Michael J., Geoffrey P. Morgan, and Kathleen M. Carley. (2014). Social Network Modeling and Agent-Based Simulation in Support of Crisis De-escalation. IEEE Transactions on Human-Machine Systems 44 (1): 103–140.

Lanham, Richard A. (1973). Tristram Shandy: The Games of Pleasure. Berkeley: University of California Press.

Lanier, Jaron. (n.d.). No title. Jaron Lanier, accessed July 28, 2010. <www.jaronlanier.com/lecture.html>.

Lawrence, Philip K. (1997). Modernity and War: The Creed of Absolute Violence. London: Macmillan Press.

Lean, Jonathan, Jonathan Moizer, Michael Towler, and Caroline Abbey. (2006). Simulations and Games: Use and Barriers in Higher Education. Active Learning in Higher Education 7 (3): 227–242.

Learning Federation. (2003). Component Roadmap: Question Generation and Answering Systems R&D for Technology-Enabled Learning Systems. Federation of American Scientists, Washington DC, October. <http://www.fas.org/programs/ltp/publications/roadmaps.html>.

Lebow, Ned. (2010). Forbidden Fruit: Counterfactuals in International Relations. Princeton: Princeton University Press.

Ledwidge, Frank. (2011). Losing Small Wars. New Haven: Yale University Press.

Leed, Eric J. (1979). No Man’s Land: Combat and Identity in World War I. Cambridge: Cambridge University Press.

Leeson, William. (1988). The Reisswitz Story: Five Articles from the Militair Wochenblatt. Self-published.

Lemne, Bengt. (2010). March numbers for XBLA. Game Reactor, last modified April 27, 2010, accessed September 29, 2014. <http://www.gamereactor.eu/news/3557/March+numbers+for+XBLA>.

Lenoir, Tim. (2000). All But War Is Simulation: The Military-Entertainment Complex. Configurations 8 (3): 289–335.

Lenoir, Tim. (2002). Fashioning the Military Entertainment Complex. Correspondence: An International Review of Culture and Society 10 (Winter/Spring): 14–16.

Lenoir, Tim. (2003). Programming Theaters of War: Gamemakers as Soldiers. In Bombs and Bandwidth: The Emerging Relationship between IT and Security, edited by Robert Latham, 175–198. New York: New Press.

Lenoir, Tim, and Henry Lowood. (2003). Theatres of War: The Military-Entertainment Complex. In Kunsthammer, Laboratorium, Bühne-Schauplätze des Wissens im 17. Jahrhundert/ Collection, Laboratory, Theater, edited by Jan Lazardzig, Helmar Schramm, and Ludger Schwarte, 432–464. Berlin: Walter de Gruyter.

Lenoir, Tim, and Henry Lowood. (2005). Theaters of War: The Military-Entertainment Complex. In Collection-Laboratory-Theater: Scenes of Knowledge in the 17th Century, edited by Jan Lazardsiz, Ludger Schwarte and Helmar Schramm, 427–465. New York: Walter de Gruyter Publishing.

Levine, Robert, Thomas Schelling, and William Jones. 1991. Crisis Games for Adults and Others. In Crisis Games 27 Years Later: Plus C’est Déja Vu. P-7719 [reprint of 1964 internal RAND document]. Santa Monica, CA: RAND Corporation.

Levinthal, David. (2009). I.E.D. War in Afghanistan and Iraq. New York: Powerhouse Books.

Levinthal, David, and Garry Trudeau. (1977). Hitler Moves East: A Graphic Chronicle, 1941–43. Kansas City, MO: Sheed, Andrews & McMeel.

Levis, Alexander H. (2005). Executable Models of Decision Making Organizations. In Organizational Simulation, edited by William B. Rouse and Ken Boff, 369–388. NY: Wiley-Interscience.

Levis, Alexander H., and A. Abu Jbara. (2013). Multi-Modeling, Meta-Modeling and Workflow Languages. In Theory and Application of Multi-Formalism Modeling, edited by Marco Gribaudo and Mauro Iacono, 56–80. Hershey, PA: IGI Global.

Levis, Alexander H., S. K. Kansal, A. E. Olmez, and A. M. AbuSharekh. (2008). Computational models of Multi-national Organizations. In Social Computing, Behavioral Modeling and Prediction, edited by Huan Liu, John Salerno, Michael J. Young, 57–68. Berlin: Springer-Verlag.

Levis, Alexander H., Abbas K. Zaidi, and Mohammed F. Rafi. (2012). Multi-modeling and Meta-modeling of Human Organizations. In Proceedings of the Fourth International Conference on Applied Human Factors and Ergonomics: AHFE2012, San Francisco, CA, July 2012.

Lewin, Christopher George. (2012). War Games and their History. Stroud: Fonthill Media.

Lexington. (2014). Medals for Drone Pilots? The Economist, March 29 2014, accessed January 19, 2015. <http://www.economist.com/news/united-states/21599785-fraught-debate-over-how-honour-cyber-warriors-medals-drone-pilots>.

Lindeman, Eduard C. (1948). The Dynamics of Recreational Theory. Journal of Educational Sociology 21 (5): 263–269.

List, Steve. (1970). Game Design: Down Highway 61, Through State Farm 69, Around Tactical Game 3, and into PanzerBlitz. Strategy & Tactics 22 14, XS3.

Little, W. McCarty. (1912). The Strategic Naval War Game or Chart Maneuver. Proceedings of the US Naval Institute, 1219–1220.

Loomis, Rick. (1970). Opponents Wanted. GEN 7 (5): 16.

Losh, Elizabeth. (2009). Regulating Violence in Virtual Worlds: Theorizing Just War and Defining War Crimes in World of Warcraft. Pacific Coast Philology 44 (2): 159–172.

Losh, Elizabeth. (2010). A Battle for Hearts and Minds: The Design Politics of ELECT BiLAT. In Joystick Soldiers: The Politics of Play in Military Video Games, edited by Nina Huntemann and Matthew Thomas Payne, 160–177. London: Routledge.

Loveridge, Mark. (1983). Laurence Sterne and the Argument about Design. Totowa, NJ: Barnes and Noble Books.

Lowenfeld, V. (1957). Creativity and Mental Growth. New York: Macmillan.

Lowood, Henry. (2009). Game Counter. In The Object Reader, edited by Fiona Candlin and Raiford Guins, 466–469. Abingdon, UK: Routledge.

Lowood, Henry. (2014). Game Engines and Game History. Kinephanos History of Games International Conference Proceedings special issue (January 2014), accessed January 13, 2015. <http://www.kinephanos.ca/2014/game-engines-and-game-history>.

Lumbry, E. W. R., ed. (1970). Policy and Operations in the Mediterranean 1912–14. London: Navy Record Society.

Lumsdaine, Arthur. (1953). Audio-Visual Research in the US Air Force. AV Communication Review 1 (Spring): 76–90.

Lupton, Christina, and Peter McDonald. (2010). Reflexivity as Entertainment: Early Novels and Recent Video Games. Mosaic 43 (4): 157–173.

Luttwak, Edward. (1987). Strategy: The Logic of War and Peace. Cambridge, MA: Harvard University Press.

Lynch, Scott. (2007). Red Seas Under Red Skies. London: Gollancz.

Lynn, William J, III. (2010). Defending a New Domain: The Pentagon’s Cyberstrategy. Foreign Affairs 89 (5): 97–108.

McAneny, Larry. (1976). PanzerBlitz: Hex by Hex. GEN 12 (5): 3–13, 34.

MacCombe, Leonard (1959). Valuable Batch of Brains: An Odd Little Company Called RAND Plays Big Role in U.S. Defense. LIFE, May 11: 101–7.

MacGillivray, Alan. (1996). The Worlds of Iain Banks. The Association for Scottish Literary Studies, September 30, 2013, accessed October 14, 2014. <http://www.arts.gla.ac.uk/scotlit/asls/Laverock-Iain_Banks.html>.

MacGowan, Rodger B. (1987). 20 Years Later and 10 Years After Squad Leader. Fire & Movement 53: 34–37.

MacKinnon, Donald. (1961). Fostering Creativity in Students of Engineering. Journal of Engineering Education 52 (3): 129–142.

Madeja, Victor. (1965). Midway, D-Day, Tactics II, Stalingrad Re-worked. GEN 1 (5): 3.

Malcolm, D. G. (1959). A Bibliography of the Use of Simulations in Management Analysis. SP-126. Santa Monica, CA: System Development Corporation.

Malone, T. W., and M. R. Lepper. (1987). Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In Aptitude, Learning, and Instruction, Vol. 3: Conative and Affective Process Analyses, edited by R. E. Snow and M. J. Farr, 223–253. Hillsdale, NJ: Erlbaum.

Manstein, Erich. (1983). Verlorene Siege [Lost Victories]. Munich: Bernard & Graefe.

Mantello, Peter. (2012). Playing Discreet War in the US: Negotiating Subjecthood and Sovereignty through Special Forces Video Games. Media, War, & Conflict 5 (3): 269–283.

Marcus, Greil. (1989). Lipstick Traces: A Secret History of the Twentieth Century. London: Secker & Warburg.

Marder, Arthur J., ed. (1952). The Making of an Admiral, 1854–1904. vol. I. Fear God and Dread Nought: The Correspondence of Admiral of the Fleet Lord Fisher of Kilverstone. London: Jonathan Cape.

Marder, Arthur J., ed. (1956). Years of Power, 1904–1914. vol. II. Fear God and Dread Nought: The Correspondence of Admiral of the Fleet Lord Fisher of Kilverstone. London: Jonathan Cope.

Marder, Arthur J. (1961). From Dreadnought to Scapa Flow [5 vols.]. London: Oxford University Press.

Marien, Michael. (1970). Essential Reading for the Future of Education. A Selected and Critically Annotated Bibliography. Washington, DC: National Center for Educational Research and Development.

Martin, David. (2012). 7 Navy SEALs Disciplined for Role with Video Game. CBS, November 8, 2012, accessed January 19, 2015. <http://www.cbsnews.com/news/7-navy-seals-disciplined-for-role-with-video-game>.

Martin, George R. R. (1996). A Song of Ice and Fire [series]. London: Voyager Books.

Martin, Mike. 2014. An Intimate War: An Oral History of the Helmand Conflict. Oxford: Oxford University Press.

Martin, Rex. (2001). Cardboard Warriors: The Rise and Fall of an American Wargaming Subculture, 1958–1998. Ph.D. dissertation, Pennsylvania State University.

Martino, John. (2012). Video Games and the Militarisation of Society: Towards a Theoretical and Conceptual Framework. In ICT: Critical Infrastructures and Society, edited by M. David Hercheui, D. Whitehouse, W. McIver Jr., and J. Phahlamohlaka, 264–273. New York and Heidelberg: Springer.

Marty, Martin. (1969). The Search for a Usable Future. New York: Harper and Row.

Marx, Karl, and Friedrich Engels. (1929). Marx/Engels Collected Works. vol. 40. London: Progress Publishers.

Mason, Bill. (1997). Small Survey. WWII newsgroup, September 23, 1997.

May, Hope. (2010). Aristotle’s Ethics: Moral Development and Human Nature. New York: Continuum.

May, Mark. A. (1937). Educational Possibilities of Motion Pictures. Journal of Educational Sociology 11 (3): 149–160.

Mazzetti, Mark. (2014). Intelligence Chief Condemns Snowden and Demands Return of Data. The New York Times, January 29, 2014, accessed January 19, 2015. <http://www.nytimes.com/2014/01/30/us/politics/intelligence-chief-condemns-snowden-and-demands-return-of-data.html?partner=rss&emc=rss>.

McAlinden, Ryan, Paula Durlach, H. Chad Lane, Andrew Gordon, and John Hart. (2008). UrbanSim: A Game-based Instructional Package for Conducting Counterinsurgency Operations. In Proceedings of the Twenty-Sixth Army Science Conference. Orlando, FL, 2008, accessed December 19, 2014. <http://people.ict.usc.edu/~gordon/publications/ASC08.PDF>

McAllister, Gillen. (2012). Interview with Walt Williams, E3 2012. Gamereactor, last modified June 21, 2012. <http://www.gamereactor.eu/news/33921/Spec+Ops%3AThe+Line+GRTV+Interview>.

McCabe, June. (2013). Review of the Canadian Humanitarian and Disaster Response Training Program SimEx 2013. PAXsims, August 3, 2013. <http://paxsims.wordpress.com/2013/08/03/review-of-the-canadian-humanitarian-and-disaster-response-training-program-simex-2013>.

McCall, Jeremiah. (2011). Gaming the Past: Using Video Games to Teach Secondary History. New York: Routledge.

McCarty, Willard. (2004). Modeling: A Study in Words and Meanings. In A Companion to Digital Humanities, edited by Susan Schreibman, Ray Siemens and John Unsworth, 254–269. Oxford: Wiley-Blackwell.

McChrystal, Stanley A. (2011). It Takes a Network: The New Front Line of Modern Warfare. Foreign Policy, February 21, 2011, accessed July 29, 2015. <http://www.foreignpolicy.com/articles/2011/02/22/it_takes_a_network&gt;.

McConnell, Mike. (2010). “Mike McConnell on How to Win the Cyber-War We’re Losing.” The Washington Post, February 28, 2010, accessed January 19, 2015. <http://www.washingtonpost.com/wp-dyn/content/article/2010/02/25/AR2010022502493.html?sid=ST2010031901063>.

McCloskey, Joseph F. (1987). British Operational Research in World War II. Operations Research 35 (3): 453–470.

McCown, Margaret (2005). Strategic Gaming for the National Security Community. Joint Forces Quarterly 39.

McCue, Brian. (2008). U-Boats in the Bay of Biscay: An Essay in Operations Analysis. Xlibris Corporation.

McDonald, John, and Frank Ricciardi. (1958). The Business Decision Game. Fortune 57 (3): 140–142.

McDonough, Tom. (2006). Guy Debord, or the Revolutionary Without a Halo. October 115: 39–45.

McDuffee, Allen. (2014). At Last, a Google Glass for the Battlefield. Wired, February 24, 2014, accessed January 19, 2015. <http://www.wired.com/dangerroom/2014/02/battlefield-glass>.

McGonigal, Jane. (2011). Reality Is Broken: Why Games Make Us Better and How They Can Change the World. London: Jonathan Cape.

McGuire, Michael. (1976). The Wargamer as Nigger. Fire & Movement 3: 20–23.

McHugh, Francis J. (1968). Fundamentals of War Gaming. Newport, RI: US Naval War College.

McLaughlin, Fran. (1967). New Circuits or Short Circuits? Educators’ Guide to Media & Methods 4 (3): 18–21.

McLeroy, Carrie. (2008). History of Military Gaming. Soldiers Magazine (September): 4–6.

McConnell, Mike. (2010). Mike McConnell on How to Win the Cyber-War We’re Losing. The Washington Post, February 28, 2010, accessed January 19, 2015. <http://www.washingtonpost.com/wp-dyn/content/article/2010/02/25/AR2010022502493.html?sid=ST2010031901063>.

McLuhan, Marshall. (1960). Classrooms Without Walls. In Explorations in Communication, edited by Marshall McLuhan and Edmund Carpenter, 1–3. Boston: Beacon Press.

McLuhan, Marshall. (1961). Inside the Five Sense Sensorium. Canadian Architect 6 (6): 49–54.

McLuhan, Marshall, and Edmund Carpenter. (1957). Classroom without Walls. Explorations 7: 22–26.

McLuhan, Marshall, and George B. Leonard. (1967). The Future of Education: The Class of 1989. Look 30 (4): 23–25.

McLuhan, Marshall, and Harley Parker. (1968). Through the Vanishing Point: Space in Poetry and Painting. New York: Harper & Row.

McNeil, David. (1990). The Grotesque Depiction of War and the Military in Eighteenth-Century Fiction. Newark: University of Delaware Press.

McRaven, William H. (2012). Posture Statement of Admiral William H. McRaven, USN, Commander, United States Special Operations Command before the 112th Congress Senate Arms Services Committee. Washington, DC: USSOCOM.

Mead, Corey. (2013). War Play: Video Games and the Future of Armed Conflict. New York: Houghton Mifflin Harcourt.

Meadows, Donella, Dennis Meadows, Jorgen Randers, and William Behrens, III. (1972). The Limits to Growth. New York: Universe Books.

Medal of Honor: Warfighter. (2014). Medal of Honor Wiki, accessed January 19, 2015. <http://medalofhonor.wikia.com/wiki/Medal_of_Honor:_Warfighter#Weapons>.

Meilinger, Phillip S. (2003). Airwar: Theory and Practice. Portland, OR: Frank Cass.

Menninger, William C. (1948). Recreation and Mental Health. Recreation 42 (November): 340–346.

Menn, Joseph. (2013). SPECIAL REPORT—U. S. Cyberwar Strategy Stokes Fear of Blowback. Reuters, May 10, 2013, accessed January 19, 2015. <http://in.reuters.com/article/2013/05/10/usa-cyberweapons-idINDEE9490AX20130510>.

Merrifield, Andy. (2005). Guy Debord. London: Reaktion Books.

Metz, Steven, and James Kievit. (1995). Strategy and the Revolution in Military Affairs: From Theory to Policy. Carlisle, PA: Strategic Studies Institute, U.S. Army War College. <http://www.strategicstudiesinstitute.army.mil/pubs/download.cfm?q=236>.

Michael, Donald N. (1968). The Unprepared Society: Planning for a Precarious Future. New York: Basic Books.

Milante, Gary. (2009). Carana. PAXsims, January 27, 2009. <http://paxsims.wordpress.com/2009/01/27/carana>.

Miles, John, and Charles Spain. (1947). Audio-Visual Aids in the Armed Services. Washington, DC: Commission on Implications of Armed Services Educational Programs, American Council on Education.

Miller, James Grier. (1960). Information Input Overload and Psychopathology. American Journal of Psychiatry 116 (8): 695–704.

Miller, James Grier. (1964). The Information Explosion: Implications for Teaching. Journal of the National Association of Women Deans & Counselors 27: 54–59.

Miller, Walter M. (1960). A Canticle for Leibowitz. Philadelphia: J. B. Lippincott & Co.

Mirowski, Philip. (1999). Cyborg Agonistes: Economics Meets Operations in Mid-Century. Social Studies of Science 29 (5): 685–718.

Mockenhaupt, Brian. (2010). SimCity Baghdad. The Atlantic, January/February 2010, accessed July 29, 2015. <http://www.theatlantic.com/magazine/archive/2010/01/simcity-baghdad/307830>.

Moizer, Jonathan, Jonathan Lean, Michael Towler, and Caroline Abbey. (2009). Simulations and Games: Overcoming the Barriers to their Use in Higher Education. Active Learning in Higher Education 10 (3): 207–224.

Moore, L. B. (1958). Experiencing Reality in Management Education. Journal of the Academy of Management 1 (October): 7–14.

Morgan, Gary C. (1990). Wargaming and the Military. Fire & Movement: The Forum of Conflict Simulation 66 (June/July): 31–36.

Morie, Jacquelyn Ford. (2013). Enhancing Sexual Harassment Training for the 21st Century Military. Playa Vista, CA: USC Institute for Creative Technologies.

Morison, Elting E. (1977). From Know-How to Nowhere. New York: Mentor.

Morris, Errol. (2014). The Certainty of Donald Rumsfeld (Part 4). The New York Times, March 28, 2014, accessed January 19, 2015. <http://opinionator.blogs.nytimes.com/2014/03/28/the-certainty-of-donald-rumsfeld-part-4>.

Morse, Philip M., and George E. Kimball. (1946). OEG Report 54. Methods of Operations Research. Washington, DC: Operations Evaluation Group, Office of the Chief of Naval Operations.

Morse, Philip M., and George E. Kimball. (1951). Methods of Operations Research. Revised 1st edition. Cambridge, MA: MIT Press.

Morse, Philip M., and George E. Kimball. (1956). How to Hunt a Submarine. In The World of Mathematics, edited by James R. Newman, 2160–2181. New York: Simon and Schuster.

Morse, Philip, and George Kimball. (1959). Methods of Operations Research. Revised edition. Cambridge, MA: MIT Press.

Morschauser, Joe. (1962). How to Play War Games in Miniature. New York: Walker and Company.

Mukherjee, Souvik. (2010). Shall We Kill the Pixel Soldier? Perceptions of Trauma and Morality in Combat Video Games. Journal of Gaming and Virtual Worlds 2 (1): 39–51.

Mullan, John. (1988). Sentiment and Sociability: The Language of Feeling in the Eighteenth Century. Oxford: Clarendon Press.

Mulvey, Laura. (1975). Visual Pleasure and Narrative Cinema. In Issues in Feminist Film Criticism, edited by Patricia Erens, 28–71. Bloomington, IN: Indiana University Press.

Munn, C., S. Wales, and A. Beach. (July 2, 1859). Chess-Playing Excitement. Scientific American 9, accessed October 14, 2014. <http://books.google.co.uk/books?id=90hGAQAAIAAJ>.

Murdock, Clark A. (1974). Defense Policy Formation: A Comparative Analysis of the McNamara Era. Albany: State University of New York Press.

Murray, H. J. R. (1913). A History of Chess. Oxford: Oxford University Press.

Murray, H. J. R. (1952). A History of Board-games Other Than Chess. Oxford: Clarendon Press.

Myers, David. (1990). Chris Crawford and Computer Game Aesthetics. Journal of Popular Culture 24 (2): 17–32.

Nakashima, Ellen. (2010). War Game Reveals U.S. Lacks Cyber-Crisis Skills. The Washington Post, February 17, 2010, accessed January 19, 2015. <http://www.washingtonpost.com/wp-dyn/content/article/2010/02/16/AR2010021605762.html>.

Nakashima, Ellen. (2012). U.S. Accelerating Cyberweapon Research. The Washington Post, March 18, 2012, accessed January 19, 2015. <http://www.washingtonpost.com/world/national-security/us-accelerating-cyberweapon-research/2012/03/13/gIQAMRGVLS_story.html>.

Nannini, Christopher, Jeffrey Appleget, and Alejandro Hernandez. (2012). Game for Peace: Progressive Education in Peace Operations. Journal of Defense Modeling and Simulation 10:3.

Nasar, Sylvia. (1998). A Beautiful Mind: A Biography of John Forbes Nash, Jr., Winner of the Nobel Prize in Economics, 1994. New York: Simon & Schuster.

Nash, Jay B. (1948). A Philosophy of Recreation in America. Journal of Educational Sociology 21 (5): 257–263.

National Research Council (US), and Committee on Modeling and Simulation: Opportunities for Collaboration Between the Defense and Entertainment Research Communities. (1997). Modeling and Simulation: Linking Entertainment and Defense. Washington, DC: National Academy Press.

Negri, Antonio. (1998). Reviewing the experience of Italy in the 1970s. Le Monde diplomatique, September 1998.

Nelson, Theodor H. (1974). Computer Lib/Dream Machines. Self-published.

New London Group. (1996). A Pedagogy of Multiliteracies: Designing Social Futures. Harvard Educational Review 66: 60–92.

Newbould, M.-C. (2006). For the Good of the Nation: “Unkle” Toby and Corporal Trim. Shandean 17:85–92.

Nofi, Albert A. (2010). To Train the Fleet for War: The US Navy Fleet Problems, 1923–1940. Newport, RI: Naval War College Press.

Nofi, Albert A. (2012). Some Lessons from History about Wargaming and Exercises. In Peter Perla’s The Art of Wargaming, edited by John Curry, 288–309. Bristol, UK: The History of Wargaming Project.

Nordling, Elias. (2009). Really Small. Battles Magazine 1: 35–39.

Nottelman, Dirk. (2014). From Ironclads to Dreadnoughts: The Development of the German Navy, 1864–1918. Warship International 51 (1): 43–91.

Odessa ’97. (1997). World War II private reenactment event announcement, sponsored by Fusilier Kompanie 272 and W2HPG, New York, 1997.

Odlyzko, Andrew. (2010). Social Networks and Mathematical Models Electronic Commerce: A Research Commentary on ‘Critical Mass and Willingness to Pay for Social Networks’ by J. Christopher Westland. Research and Applications 9 (1): 26–28.

One Year In Hell … Surviving a Full SHTF Collapse in Bosnia. (2013). Silver Doctors, May 13, 2013. <http://www.silverdoctors.com/one-year-in-hellsurviving-a-full-shtf-collapse-in-bosnia>.

Onians, John. (1989). War, Mathematics, and Art in Ancient Greece. History of the Human Sciences 4 (2): 39–62.

Orbanes, Philip E. (2004). The Game Makers. Cambridge, MA: Harvard Business School Press.

O’Reilly, Bill. (2012). Talking Points Memo: Is Traditional America Gone for Good? Fox News Insider, last modified November 13, 2012. <http://foxnewsinsider.com/2012/11/13/talking-points-memo-is-traditional-america-gone-for-good>.

Organisation for the Prohibition of Chemical Weapons. (2005). Chemical Weapons Convention: Convention on the Prohibition of the Development, Production, Stockpiling and Use of Chemical Weapons and on Their Destruction. <www.opcw.org/chemical-weapons-convention>

Osbourne, Lloyd. (1898). Stevenson at Play. Scribner’s Magazine 24:709–719.

O’Toole, Gary. (2014). If Your Only Tool Is a Hammer Then Every Problem Looks Like a Nail. Quote Investigator, last modified May 8, 2014. <http://quoteinvestigator.com/2014/05/08/hammer-nail>.

Ottenberg, Michael. (2008). Algernon Wargame. In Seventy-sixth Annual Symposium of the Military Operations Research Society. <http://oai.dtic.mil/oai/oai?verb=getRecord&metadataPrefix=html&identifier=ADA490233>.

Ottosen, Rune. (2009). The Military-Industrial Complex Revisited: Computer Games and War Propaganda. Television & New Media 10 (1): 122–125.

Overy, Richard. (2010). The Historical Present. Times Higher Education, April 29, 2010: 30–34.

Owens, William A. (1996). The Emerging U. S. System-of-Systems. National Defense University, Institute for National Strategic Studies 63 (February). <http://www.dtic.mil/cgi-bin/GetTRDoc?AD=ADA394313>.

Page, Susan. (2014). Panetta: “30-Year War” and a Leadership Test for Obama. USA Today, October 6, 2014, accessed January 19, 2015. <http://www.usatoday.com/story/news/politics/2014/10/06/leon-panetta-memoir-worthy-fights/16737615>.

Paletta, Anthony. (2012). Wargames: On Roberto Bolaño’s The Third Reich. The Millions, February 10, 2012, accessed October 14, 2014. <http://www.themillions.com/2012/02/war-games-on-roberto-bolanos-the-third-reich.html>.

Palmer, Nicholas. (1977). The Comprehensive Guide to Board Wargaming. New York: McGraw-Hill.

Pape, Robert A. (1996). Bombing to Win. Ithaca, NY: Cornell University Press.

Parker, L. E., and M. R. Lepper. (1992). Effects of Fantasy Contexts on Children’s Learning and Motivation—Making Learning More Fun. Journal of Personality and Social Psychology 62 (4): 625–633.

Parkin, Simon. (2013). Shooters: How Video Games Fund Arms Manufacturers. Eurogamer, January 31, 2013, accessed January 19, 2015. <http://www.eurogamer.net/articles/2013-02-01-shooters-how-video-games-fund-arms-manufacturers>.

Parks, Lisa. (2011). Coverage: Media Spaces and Security after 9/11. London: Routledge.

Parlett, David. (1999). The Oxford History of Board Games. Oxford: Oxford University Press.

Parnes, Sidney. (1963). Education and Creativity. Teachers College Record 64 (4): 331.

Parrott, Marvin. (1963). $600 Tanks Embattle. Army 13 (6): 48–50.

Parsons, Henry McIlvaine. (1972). Man-Machine System Experiments. Baltimore, MD: Johns Hopkins University Press.

Patrick, Stephen B. (1977a). The History of Wargaming. In Strategy & Tactics Staff Study Nr. 2: Wargame Design, 1–29. New York: Hippocrene.

Patrick, Stephen B. (1977b). Notes on Game Design. In Strategy & Tactics Staff Study Nr. 2: Wargame Design, 78–106. New York: Hippocrene.

Patterson, A. Temple, ed. (1966). The Jellicoe Papers. vol. I. London: Naval Records Society.

Paulson, Ronald. (1998). Don Quixote in England: The Aesthetics of Laughter. Baltimore, MD: Johns Hopkins University Press.

PAXsims (2015). AFTERSHOCK. <https://paxsims.wordpress.com/aftershock/>.

Payne, Matt, and Nina Huntemann. (2009). Joystick Soldiers: The Politics of Play in Military Video Games. New York: Routledge.

Payne, Matthew Thomas. (2014). War Bytes: The Critique of Militainment in Spec Ops: The Line. Critical Studies in Media Communication 31 (4): 265–282.

Peck, Michael. (2011). Confessions of an Xbox General. Foreign Policy, last modified September 28, 2011. <http://www.foreignpolicy.com/articles/2011/09/28/Xbox_general>.

Peckham, Matt. (2014). A War Survival Videogame That Shows You the Real Horrors of Fighting. Wired, November 14, 2014. <http://www.wired.com/2014/11/this-war-of-mine>.

Perica, Jon. (1964). Putting More Realism into Tactics II. GEN 1 (4): 7–12.

Perla, Peter P. (1990). The Art of Wargaming: A Guide for Professionals and Hobbyists. Annapolis, MD: Naval Institute Press.

Perla, Peter P. (1991). A Guide to Navy Wargaming. In War Gaming Anthology, edited by Mel Chaloupka, Joseph Coelho and Linda Lou Borges-DuBois, 2–3. Newport, RI: Naval War College, Center for Naval Warfare Studies, Advanced Concepts Department, Naval Reserve Project.

Perla, Peter P., and Ed McGrady. (2011). Why Wargaming Works. Naval War College Review 64 (3): 111–128.

Perla, Peter, and Edsel D. McGrady. (2009). Systems Thinking and Wargaming. Arlington, VA: Center for Naval Analysis.

Perla, Peter, and Michael Markowitz. (2009). Conversations with Wargamers. Arlington, VA: Center for Naval Analyses.

Peterson, Jon. (2012). Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. San Diego, CA: Unreason Press.

Philbin, Tobias. (2014). The Battle of Dogger Bank. Indianapolis: Indiana University Press.

Phillies, George. (1975). Phillies on Dungeons & Dragons. American Wargamer 2 (8): 8.

Phillies, George. (2014). Designing Wargames—Introduction. Studies in Game Design Book 5. Amazon Digital Services.

Pickering, Andy. (1995). Cyborg History and the World War Two Regime. Perspectives on Science: Historical, Philosophical, Social 3 (1): 1–48.

Pimper, Jeff. (1977). All the World’s Wargames: 1953–1977. With addenda by George Phillies, including 1978–1982, 1983–1989, and 1990–1995. Livermore, CA: American Wargaming Association.

Platt, John. (1969). What We Must Do. Science 166 (3909): 1115–1121.

Pleban, Robert J., and Jena Salvetti. (2003). Using Virtual Environments for Conducting Small Unit Dismounted Mission Rehearsals. RR 1806, ARI, June.

Power, Marcus. (2007). Digitized Virtuosity: Video War Games and Post-9/11 Cyber-Deterrence. Security Dialogue 38:2.

Pratchett, Terry. (2004). Going Postal. London: Doubleday.

Pratchett, Terry. (2005). Thud! London: Doubleday.

Prensky, Marc. (2001). Digital Game-Based Learning. New York: McGraw-Hill.

Price, Martin. (1987). Art and Nature: the Duality of Man. In Laurence Sterne’s Tristram Shandy: Modern Critical Interpretations, edited by Harold Bloom, 23–30. New York: Chelsea House.

Public International Law and Policy Group. (n.d.). Negotiation Simulations, accessed December 19, 2014. <http://publicinternationallawandpolicygroup.org/library/negotiation-simulations>.

Pussy Riot. (2012). Punk Prayer. You Tube, accessed August 31, 2013. <www.youtube.com/watch?v=ALS92big4TY>.

Rabinovitz, Lauren. (2004). More Than the Movies: A History of Somatic Visual Culture through Hale’s Tours, IMAX, and Motion Simulation Rides. In Memory Bytes: History, Technology, and Digital Culture, edited by Lauren Rabinovitz and Abraham Geil, 99–125. Durham, NC: Duke University Press.

Rabinovitz, Lauren. (2006). From Hale’s Tours to Star Tours. In Virtual Voyages: Cinema and Travel, edited by Alexandra Schneider, Jeffrey Ruoff, Amy J. Staples and Dana Benelli, 42–60. Durham, NC: Duke University Press.

Rabinovitz, Lauren. (2012). Electric Dreamland: Amusement Parks, Movies, and American Modernity. New York: Columbia University Press.

Radford, Elaine. (2007). Ender and Hitler: Sympathy for the Superman (20 Years Later). Peachfront Speaks, March 26, 2007, accessed October 14, 2014. <http://peachfront.diaryland.com/enderhitlte.html>.

RAND Corporation. (2000a). GAMING (pre-1960): A Bibliography of Selected RAND Publications SB-1050. May 2000.

RAND Corporation. (2000b). GAMING (1970-1984): A Bibliography of Selected RAND Publications SB-2050. May 2000.

RAND Corporation. (2001). RAND Hosts Army Science Board Tour of Innovative Modeling and Simulation Techniques, accessed November 21, 2014. <http://www.rand.org/natsec_area/products/ictvisit.html>.

RAND Corporation. (2004a). GAMING (1985-2004): A Bibliography of Selected RAND Publications SB-3050. May 2004.

RAND Corporation. (2004b). Microworld Simulations: A New Dimension in Training Army Logistics Management Skills, accessed November 21, 2014. <http://www.rand.org/pubs/research_briefs/RB3037/index1.html>.

Rasmussen, Frederick N. (2010). Charles S. Roberts, Train Line Expert, Dies at 80. Baltimore Sun, August 28, 2010.

Rau, Erik. (2000). The Adoption of Operations Research in the United States During World War II. In Systems, Experts, and Computers. The Systems Approach in Management and Engineering, World War II and After, edited by Agatha Hughes and Thomas Hughes, 57–92. Cambridge, MA: MIT Press.

Ray, Herbert. (1966). Air Defense Simulation Through the Years. Air University Review (United States Edition) 17 (September-October): 62–70.

Reddoch, Russell. (1970). Comments on Module Blitzkrieg. S&T Supplement 2: 9–11.

Rehkop, J. (1957). Experience with the Management-Decision Simulation Game: Monopologs. P-1131. Santa Monica, CA: RAND Corporation.

Reiber, L. P. (1996). Seriously Considering Play. Educational Technology Research and Development 44 (2): 43–58.

Reichenbach, Harry. (1931). Phantom Fame: The Anatomy of Ballyhoo. New York: Simon & Schuster.

Reisswitz, Georg Heinrich Rudolf Johann von (1824). Anleitung zur Darstellung Militairischer Manöver mit dem Apparat des Kriegs-Spieles [Instructions for the Representation of Military Maneuvers with the War Game Apparatus]. Berlin: Trowitzsch.

Remington, Roger. (2003). American Modernism: Graphic Design 1920–1960. New Haven: Yale University Press.

Rhea, John. (1980). Military Simulators: Total Training. National Defense 64 (2): 32–35, 64–64.

Rhyne, R. F. (1972). Communicating Holistic Insights. In Fields Within Fields Within Fields: The Methodology of Pattern. vol. 5. Edited by Julius Stulman, 93–104. New York: The World Institute Council.

Ricciardi, Frank. (1957). Business War Games for Executives: A New Concept in Management Training. Management Review 46 (May): 45–55.

Richfield, Paul. (2011). Intell Video Moves to a Netflix Model. Government Computer News: Technology, Tools and Tactics for Public Sector IT, March 29, 2011, accessed January 23, 2015. <http://gcn.com/articles/2011/03/29/c4isr-1-battlefield-full-motion-video.aspx>.

Riff, David. (2012). A Representation which is Divorced from the Consciousness of Those Whom It Represents is No Representation. What I do not know, I do not worry about. Chto Delat?, accessed August 31, 2013. <http://chtodelat.org/b8-newspapers/12-38/david-riff-a-representation-which-is-divorced-from-the-consciousness-of-those-whom-it-represents-is-no-representation-what-i-do-not-know-i-do-not-worry-about/>.

Riza, M. Shane. (2013). Killing Without Heart: Limits on Robotic Warfare in an Age of Persistent Conflict. Washington, DC: Potomac Books.

Roark, M. L. (1925). Is the Project Method a Contribution? Peabody Journal of Education 2 (4): 197–204.

Robb, Tim. (1996). Enlightenment for the GWA Vice President. On the Wire 7.

Robbins, Reece. (2014). Bay Area Open 2014 Warhammer 40000 Championships Format. Frontline Gaming, June 10, 2014, accessed January 6, 2015. <http://www.frontlinegaming.org/2014/06/10/bay-area-open-2014-warhammer-40000-championships-format>.

Roberts, Adam. (2013). Iain M Banks’ The Player of Games (1988). Sibilant Fricative, May 18, 2013, accessed October 14, 2014. <http://sibilantfricative.blogspot.co.uk/2013/05/iain-m-banks-player-of-games-1988.html>.

Roberts, Andrew, ed. (2004). What Might Have Been. London: Orion.

Roberts, Charles S. (1983). Charles S. Roberts: In His Own Words. Charles S. Roberts Awards, accessed January 3, 2015. <http://www.alanemrich.com/CSR_pages/Articles/CSRspeaks.htm>.

Roberts, R. M., and L. Strauss. (1975). Management Games in Higher Education 1962–1974—An Increasing Acceptance. In North American Simulation and Gaming Association, edited by J. Elliott and R. McGinty, 381–385. Los Angeles: University of Southern California Press.

Robinson, James. (1966). Simulation and Games. In The New Media and Education, edited by Peter Rossi and Bruce Biddle, 93–135. Chicago: Aldine Publishing Company.

Rock, Robert, James Duva, and John Murray. (1952). The Comparative Effectiveness of Instruction by Television, Television Recordings, and Conventional Classroom Procedures. NAVEXOS P-850–2. Port Washington, NY: Special Devices Center, Department of the Army and Department of the Navy.

Roeder, Oliver. (2014). Designing the Best Board Game on the Planet. Fivethirtyeight.com, December 31, 2014. <http://fivethirtyeight.com/features/designing-the-best-board-game-on-the-planet/>.

Rogers, Carl. (1954). Toward a Theory of Creativity. ETC: A Review of General Semantics 11: 249–260.

Ross, Ian Campbell. (2001). Laurence Sterne: A Life. Oxford: Oxford University Press.

Rowland, David. (2006). The Stress of Battle: Quantifying Human Performance in Combat. London: The Stationery Office.

Rowling, J. K. (1997). Harry Potter and the Philosopher’s Stone. London: Bloomsbury.

Rubel, Robert. (2006). The Epistemology of Wargaming. Naval War College Review 59 (2): 108–128.

Rucker, Rudy, R.U. Sirius, and Queen Mu. (1992). Mondo 2000: A User’s Guide to the New Edge. New York: Harper Perennial.

Rumsfeld, Donald. (2002). Annual Report to the President and Congress. Washington, DC: Department of Defense.

Rushing, John, and John Tiller. (2011). Rule Learning Approaches for Symmetric Multiplayer Games. Paper presented at the Sixteenth International Conference on Computer Games: AI, Animation, Mobile, Educational and Serious Games (CGAMES 2011), Louisville, KY, July 27–30, 2011.

Saberhagen, Fred. (1981). Octagon. New York: Ace Books.

Sabin, Philip. (2002). Playing at War: The Modern Hobby of Wargaming. In War and Games, edited by Tim Cornell and Thomas Allen, 193–230. Rochester, NY: Bordell.

Sabin, Philip. (2007). Lost Battles: Reconstructing the Great Clashes of the Ancient World. London: Hambledon Continuum.

Sabin, Philip. (2011). The Benefits and Limits of Computerisation in Conflict Simulation. Literary and Linguistic Computing 26 (3): 323–328.

Sabin, Philip. (2012). Simulating War: Studying Conflict through Simulation Games. New York: Continuum.

Sabin, Philip. (2013). The Hollywood Syndrome: Accuracy vs Drama in Wargame Design. Battles Magazine 9: 59–61.

Sabin, Philip. (2014). Simulating War: Studying Conflict Through Simulation Games. Reprint Edition. New York: Bloomsbury.

Sadd, Dave. (2012). Spec Ops: The Line Made Me a Bad Person. Pixels or Death, last modified September 7, 2012. <pixelsordeath.com/features/spec-ops-the-line-made-me-a-bad-person>.

Saettler, Paul. (2004). The Evolution of American Educational Technology. 2nd ed. Englewood, CO: Information Age Publishing.

Salter, Mark B. (2011). The Geographical Imaginations of Video Games: Diplomacy, Civilization, America’s Army and Grand Theft Auto IV. Geopolitics 16 (2): 359–388.

Samuel, William. (1997). Small Survey. WWII newsgroup, September 23, 1997.

Sanger, David E. (2012). Obama Order Sped Up Wave of Cyberattacks Against Iran. New York Times, June 1, 2012, accessed January 19, 2015. <http://www.nytimes.com/2012/06/01/world/middleeast/obama-ordered-wave-of-cyberattacks-against-iran.html?pagewanted=all&_r=0>.

Sargent, Robert G. (2005). Verification and Validation of Simulation Models. In Proceedings of the 2005 Winter Simulation Conference, Orlando, FL, December 2005, edited by M. E. Kuhl, N. M. Stieger, F. B. Armstrong, and J. A. Jones, 130–143. Piscataway, NJ: Institute of Electrical and Electronics Engineers.

Sarudy, Barbara Wells. (2013). The Bowling Green and the Machine in the Garden. Early American Gardens, September 7, 2013. <http://americangardenhistory.blogspot.com/2013/09/bowling-greens-machine-in-garden.html>.

Savage, Sean. (2006). The Eye Beholds: Silent Era Industrial Film and the Bureau of Commercial Economics. M.A. thesis, New York University.

Saxenian, AnnaLee. (1994). Regional Advantage: Culture and Competition in Silicon Valley and Route 128. Cambridge, MA: Harvard University Press.

Shachtman, Noah. (2013). This Pentagon Project Makes Cyberwar as Easy as Angry Birds. Wired, May 28, 2013, accessed January 19, 2015. <http://www.wired.com/dangerroom/2013/05/pentagon-cyberwar-angry-birds/all>.

Schechter, Joel. (1976). American Dramaturgs. Drama Review 20 (2): 88–92.

Schelling, Thomas. (1960). The Strategy of Conflict. Oxford: Oxford University Press.

Schelling, Thomas. (1987). The Role of War Games and Exercises. In Managing Nuclear Operations, edited by Ashton Carter et al. Washington, DC: The Brookings Institution.

Schmitt, Eric. (2014). U. S. Strategy to Fight Terrorism Increasingly Uses Proxies. New York Times, May 28, 2014, accessed January 19, 2015. <http://www.nytimes.com/2014/05/30/world/africa/us-strategy-to-fight-terrorism-increasingly-uses-proxies.html>.

Schorske, Carl. (1998). Thinking With History: Explorations in the Passage to Modernism. Princeton: Princeton University Press.

Schrieber, A. N. (1958). Gaming: A New Way to Teach Business Decision-Making. University of Washington Business Review 17 (April): 18–29.

Schrock, S. L. (1989). A DOE SUCCESS: Underwater Environmental Restoration Activities at Quarry, Kerr Hollow, accessed April 1, 2014. <www.rim.doe.gov/KHQ.pdf>.

Schulzke, Marcus. (2010). Defending the Morality of Violent Video Games. Ethics and Information Technology 12 (2): 127–138.

Schulzke, Marcus. (2013a). Rethinking Military Gaming America’s Army and Its Critics. Games and Culture 8 (2): 59–76.

Schulzke, Marcus. (2013b). Ethically Insoluble Dilemmas in War. Journal of Military Ethics 12 (2): 95–110.

Schwartz, Mattathias. (2014). “We’re at Greater Risk”: Q. & A. with General Keith Alexander. The New Yorker, May 15, 2014, accessed January 19, 2015. <http://www.newyorker.com/online/blogs/newsdesk/2014/05/were-at-greater-risk-q-a-with-general-keith-alexander.html?utm_source=www&utm_medium=tw&utm_campaign=20140515>.

Scott, James C. (1990). Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed. New Haven: Yale University Press.

Sears, Stephens. (2001). A Confederate Cannae and Other Scenarios. In What If? Military Historians Imagine What Might Have Been, edited by Robert Cowley, 239–258. London: Pan.

Seixas, Peter. (2004). Theorizing Historical Consciousness. Toronto: University of Toronto Press.

Shaftel, Fannie R., and George Shaftel. (1967). Role-Playing for Social Values. Upper Saddle River, NJ: Prentice-Hall.

Shalett, Sidney. (1943). Navy Trainees Put Under “Air Attack.” New York Times, May 9, 1943: 25.

Shaw, Ian Graham Ronald. (2010). Playing War. Social & Cultural Geography 11 (8): 789–803.

Shimer, Eric R. (1965). Meanwhile—Back at Tactics II. GEN 1 (5): 11.

Shirts, Garry R. (1970). Games Students Play. Saturday Review (May 16), 81–82.

Shlapak, David, David Orletsky, and Barry Wilson, and the RAND Corporation. (2000). Dire Strait? Military Aspects of the China-Taiwan Confrontation and Options for US Policy. Washington, DC: RAND Corporation.

Showalter, Dennis, and Harold Deutsch, eds. (2010). If the Allies Had Fallen: Sixty Alternate Scenarios of World War II. London: Frontline.

Shrader, Charles R. (2006). The History of Operations Research in the United States Army, Volume 1: 1942–1962. Washington, DC: Office of the Deputy Under Secretary of the Army for Operations Research, United States Army.

Shubik, Martin. (2002). Game Theory and Operations Research: Some Musings 50 Years Later. Operations Research 50 (1): 192–196.

Sicart, Miguel. (2009). The Ethics of Computer Games. Cambridge, MA: MIT Press.

Sicart, Miguel. (2013). Beyond Choices: The Design of Ethical Gameplay. Cambridge, MA: MIT Press.

Simeone, Nick. (2014). Hagel: Proposed Defense Budget Tailored to Meet Future Threats. American Forces Press Service, June 18, 2014, accessed January 19, 2015. <http://www.defense.gov/news/newsarticle.aspx?id=122497>.

Simon, Herbert A. (1956). Rational Choice and the Structure of the Environment. Psychological Review 63 (2): 129–138.

Simonsen, Redmond A. (1973). Physical Systems Design in Conflict Simulations. Moves 7: 22–24.

Simonsen, Redmond A. (1977). Image and System: Graphics and Physical Systems Design. In Wargame Design: The History, Production and Use of Conflict Simulation Games, edited by the staff of Strategy & Tactics, 45–77. New York: Hippocrene.

Singer, Michael J., Jason P. Kring, Roger M. Hamilton. (2006). 2006–01 Instructional Features for Training in Virtual Environments. TR 1184, ARI, July.

Sirlin, David. (2008a). Balancing Multiplayer Games, Part 1: Definitions. Sirlin.net, October 17 2008, accessed January 6, 2015. <http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions>.

Sirlin, David. (2008b). Balancing Multiplayer Games, Part 3: Fairness. Sirlin.net, October 17, 2008, accessed January 6, 2015. <http://www.sirlin.net/articles/balancing-multiplayer-games-part-3-fairness>.

Sloyan, Patrick J. (2002). What Bodies? The Digital Journalist, November 1, 2002, accessed January 19, 2015. <http://digitaljournalist.org/issue0211/sloyan.html>.

Slye, John. (2012). Federal Cybersecurity Market to Grow amid Challenges. The Washington Post, November 9, 2012, accessed January 19, 2015. <http://www.washingtonpost.com/business/capitalbusiness/federal-cybersecurity-market-to-grow-amid-challenges/2012/11/09/c2807218-251f-11e2-9313-3c7f59038d93_story.html>.

Smelser, Ronald, and Edward Davies. 2008. The Myth of the Eastern Front: The Nazi-Soviet War in American Popular Culture. New York: Cambridge University Press.

Smith, Frederick James. (1913). The Evolution of the Motion Picture. New York Dramatic Mirror, July 9, 1913: 24.

Smith, Kinsley, and Edward Van Ormer. (1949). Learning Theories and Instructional Film Research. SDC 269–7–6. Instructional Film Research Program, Pennsylvania State College. Port Washington, NY: Office of Naval Research, Special Devices Center.

Smith, Perry M. (2007). Assignment Pentagon: How to Succeed in a Bureaucracy. Dulles, VA: Potomac Books, Inc.

Smith, Roger. (2009). Military Simulation and Serious Games: Where We Came From and Where We are Going. Orlando, FL: Modelbenders Press.

Smith, Ryan. (2012). Partners in Arms. The Gameological Society, August 13, 2012, accessed January 19, 2015. <http://gameological.com/2012/08/partners-in-arms>.

Snider, Mike. (2012). Interview: “Black Ops II” Consultant Peter Singer. USA Today May 2, 2012, accessed January 19, 2015. <http://content.usatoday.com/communities/gamehunters/post/2012/05/interview-black-ops-ii-consultant-peter-singer/1#.UZwk1iuc7yd>.

Sones, W. W. D. (1944). The Comics and Instructional Method. Journal of Educational Sociology 18 (4): 232–240.

Sorkin, Roger, Sut Jhally, Leigh Alexander, Craig Anderson, Andrew J. Bacevich, Nina Huntemann, Elizabeth Losh, Matthew Thomas Payne, K. C. Thompson, and Media Education Foundation. (2013). Joystick Warriors: Video Games, Violence & Militarism. Northhampton, MA: Media Education Foundation.

Soud, Stephen. (1995). “Weavers, Gardeners, and Gladiators”: Labyrinths in Tristram Shandy. Eighteenth-Century Studies 28 (4): 397–411.

Specht, Robert D. (1957). War Games. RAND Report P-1041, March 18, 1957, accessed January 13, 2015. <http://www.rand.org/content/dam/rand/pubs/papers/2005/P1041.pdf>.

Specht, Robert. (1958). War Games. In Operational Research in Practice: Report of a NATO Conference, edited by Max Davies and Michel Verhulst, 144–152. New York: Pergamon Press.

Spick, Mike. (1978). Air Battles in Miniature. Cambridge: Patrick Stephens Limited.

Spiegelman, Art. (1991). Maus. New York: Pantheon Books.

SRI International. (1977). Proceedings. vol. I. Theater-Level Gaming and Analysis Workshop for Force Planning. Menlo Park, CA: SRI International. <http://oai.dtic.mil/oai/oai?verb=getRecord&metadataPrefix=html&identifier=ADA101846>.

Stahl, Roger. (2006). Have You Played the War on Terror? Critical Studies in Media Communication 23 (2): 112–130.

Stahl, Roger. (2009). Militainment, Inc.: War, Media, and Popular Culture. New York: Routledge.

Stahl, Roger. (2010a). Militainment, Inc.: War, Media, and Popular Culture. Reprint edition. New York: Routledge.

Stahl, Roger. (2010b). Militainment, Inc: War, Media and Popular Culture. New York: Routledge. Stanford International Human Rights & Conflict Clinic and the Global Justice Clinic of New York University (2012). Living Under Drones, accessed January 11, 2015. <http://www.livingunderdrones.org/wp-content/uploads/2013/10/Stanford-NYU-Living-Under-Drones.pdf>.

Stanney, Kay, Ronald Mourant, and Robert Kennedy. (1998). Human Factors Issues in Virtual Environments: A Review of the Literature. Presence 7 (4): 327–351.

Stallabrass, Julian. (1999). High Art Lite: British Art in the 1990s. London: Verso.

Starr, Paul. (1994). Seductions of Sim: Policy as a Simulation Game. American Prospect 17: 19–29.

Staves, Susan. (1989). Toby Shandy: Sentiment and the Soldier. In Approaches to Teaching Tristram Shandy, edited by Melvyn New. New York: MLA Publications.

Stelek (2013). 40K Is Competitive? Yes The Truth Hurts, October 29, 2013, accessed December 12, 2014. <http://yesthetruthhurts.com/2013/10/40k-is-competitive>.

Sterne, Laurence. (1940). The Life and Opinions of Tristram Shandy, Gentleman. Edited by James Aiken Work. New York: The Odyssey Press.

Sterne, Laurence. (1967). A Sentimental Journey Through France and Italy by Mr. Yorick. Berkeley: University of California Press.

Sterne, Laurence. (2003). The Life and Opinions of Tristram Shandy, Gentleman: The Florida Edition. Edited by Melvyn New and Joan New. New York: Penguin Books.

Sterne, Theodore. (1966). War Games: Validity and Interpretation. Army 16 (4): 64–68.

Sternstein, Aliya. (2013). White House’s $14 Billion Cyber Spending Claim Is Squishy. Nextgov, November 8, 2013, accessed January 19, 2015. <http://www.nextgov.com/cybersecurity/cybersecurity-report/2013/11/white-houses-14-billion-cyber-spending-claim-squishy/73475>.

Sterrett, James. (2014). Review: This War of Mine. PAXsims, November 27, 2014. <https://paxsims.wordpress.com/2014/11/27/review-this-war-of-mine>.

Stiegler, Bernard. (1998). Technics and Time 1: The Fault of Epimetheus. Translated by R. Beardsworth and G. Collins. Palo Alto, CA: Stanford University Press.

Stiegler, Bernard. (2009). Technics and Time 2: Disorientation. Translated by S. Barker. Palo Alto, CA: Stanford University Press.

Stiegler, Bernard. (2011). Technics and Time 3: Cinematic Time and the Question of Malaise. Translated by S. Barker. Palo Alto, CA: Stanford University Press.

Stimson Center. (2014). Recommendations and Report of the Task Force on US Policy. <http://www.stimson.org/images/uploads/task_force_report_final_web_062414.pdf>.

Stockfish, J. A. (1973). Plowshares into Swords: Managing the American Defense Establishment. New York: Mason & Lipscomb.

Stockfisch, J. A. (1975). Models, Data, and War: A Critique of the Study of Conventional Forces. R-1526-PR. Santa Monica, CA: RAND Corporation.

Stoll, Clarice, and Samuel Livingston. (1973). Simulation/Gaming: An Introduction for Social Studies Teachers. New York: Free Press.

Strong, Paul. (2011). The Peace Support Operations Model: Strategic Interaction Process. Journal of Defense Modeling and Simulation 8: 2.

Stuart, Keith. (2014). War Games—Developers Find New Ways to Explore Military Conflict. The Guardian, July 15, 2014. <http://www.theguardian.com/technology/2014/jul/15/war-games-developers-military-conflict>.

Sumida, Jon. (1993). In Defence of Naval Supremacy: Financial Limitation, Technological Innovation and British Naval Policy, 1889–1914. New York: Routledge.

Svenson, Elwin V., and Paul H. Sheats. (1950). Audio-Visual Aids in Adult Education. Review of Educational Research 20 (3): 216–223.

Swanson, Mark. (1976). Games Computers Play. American Wargamer 4 (2): 12.

Talbot, Oliver, and Noel Wilde. (2011). Modeling Security Sector Reform Activities in the Context of Stabilization Operations. Journal of Defense Modeling and Simulation 8: 2.

Taleb, Nassim Nicholas. (2007). The Black Swan: The Impact of the Highly Improbable. New York: Random House.

Tapscott, Mark. (1993). Paradigm Changing from Simulators to Simulation. Defense Electronics 25 (10): 33.

Tarr, Ronald W., Christina S. Morris, and Michael J. Singer. (2002). Low-Cost PC Gaming and Simulation: Doctrinal Survey. RN 2003-03, ARI, Army Research Institute for the Behavioral and Social Sciences, Ft. Belvoir, VA. October.

Taylor, A. J. P. (1974). An Illustrated History of the First World War. London: Penguin.

Taylor, Calvin Walker. (1959). The 1955 and 1957 Research Conferences: The Identification of Creative Scientific Talent. American Psychologist 14 (2): 100–102.

Taylor, Calvin Walker, and F. E. Williams, eds. (1966). Instructional Media and Creativity. New York: John Wiley.

Taylor, Calvin Walker, and Frank Barron. (1963). Research Conference on the Identification of Creative Scientific Talent. New York: John Wiley.

Taylor, Giles. (2013). A Military Use for Widescreen Cinema. Velvet Light Trap 72 (1): 17–32.

Test Series Games. (1969). S&T Supplement (December 1969-January 1970): 24.

Thomas, Clayton. (1961). Military Gaming. In Progress in Operations Research. vol. I. Edited by Russell Ackoff, 421–465. New Jersey: John Wiley and Sons.

Thomas, Douglas, and John Seely Brown. (2011). A New Culture of Learning: Cultivating the Imagination for a World of Constant Change. Charleston, SC: CreateSpace.

Thomas, Jim, and Chris Dougherty. (2013). Beyond the Ramparts: The Future of U. S. Special Operations Forces. Washington, DC: Center for Strategic and Bugetary Assessments.

Thomson, Nicholas. (2013). Roberto Bolaño’s Playful Obsession: The Third Reich. PopMatters, February 21, 2013, accessed October 14, 2014. <http://www.popmatters.com/review/168372-the-third-reich-by-roberto-Bolaño>.

Tilden, Steve. (1997). Small Survey. WWII newsgroup, September 24, 1997.

Toffler, Alvin. (1970). Future Shock. New York: Bantam Books.

Tolstoy, Leo. (1982). War and Peace. London: Penguin.

Tooby, John. (2012). Nexus Causality, Moral Warfare, and Misattribution Arbitrage. In This Will Make You Smarter: New Scientific Concepts to Improve Your Thinking, edited by John Brockman, 33–36. New York: Harper Perennial.

Torrance, Paul E. (1965). Rewarding Creative Behavior; Experiments in Classroom Creativity. New Jersey: Prentice-Hall.

Totilo, Stephen. (2014a). The War Video Game That We Need May Finally Be On Its Way. Kotaku, March 12, 2014. <http://kotaku.com/the-war-video-game-that-we-need-may-finally-be-on-its-w-1542406407>.

Totilo, Stephen. (2014b). The Making of a Very Different Kind of War Video Game. Kotaku, last modified April 8, 2014. <http://kotaku.com/the-making-of-a-very-different-kind-of-war-video-game-1560735762>.

Train, Brian. (2011). Gaming Military Coups. PAXsims, August 12, 2011. <http://paxsims.wordpress.com/2011/12/08/gaming-military-coups>.

Trimble, Stephen. (2011). REPORT: RQ-170 Spied over Osama Bin Laden’s Bed Last Night. Flightglobal: Aviation Connected, May 2, 2011, accessed January 19, 2015. <http://www.flightglobal.com/blogs/the-dewline/2011/05/report-rq-170-spied-over-osama>.

Tsouras, Peter, ed. (2002). Third Reich Victorious: Alternate Decisions of World War II. London: Greenhill.

Turkle, Sherry. (1997). Seeing through Computers. American Prospect 31:76–82.

Turkle, Sherry. (2009). Simulation and Its Discontents. Cambridge: MIT Press.

Turse, Nick. (2012). The Changing Face of Empire: Special Ops, Drones, Spies, Proxy Fighters, Secret Bases, and Cyberwarfare. Chicago: Haymarket Books.

Turse, Nick. (2014). Washington’s Back-to-the-Future Military Policies in Africa: America’s New Model for Expeditionary Warfare. TomDispatch, March 13, 2014, accessed January 19, 2015. <http://www.tomdispatch.com/blog/175818/tomgram%3A_nick_turse,_american_proxy_wars_in_africa>.

Tuttle, F. P. (1938). Educative Value of the Comic Strip. American Childhood (March): 14–15.

Ubisoft Entertainment. (2005). Ghost Recon Advanced Warfighter. Ubisoft, accessed January 19, 2015. <https://web.archive.org/web/20061210061138/http://www.ubi.com/UK/Games/Info.aspx?pId=4258>.

UK War Office. (1884). Rules for the Conduct of the War-Game. London: Stationery Office.

Unique Simulator for SAC Crews. (1967). Air Force Times, November 15, 1967: 28.

United States Institute of Peace. (n.d.). Simulations, accessed December 19, 2014. <http://www.usip.org/simulations>.

Unsworth, L. (2001). Teaching Multiliteracies Across the Curriculum: Changing Contexts of Text and Image in Classroom Practice. Berkshire: Open University Press.

US Air Force. (2009). US Air Force’s Unmanned Aircraft Systems Flight Plan 2009–2047, accessed January 11, 2015. <http://www.fas.org/irp/program/collect/uas_2009.pdf>.

US Air Force. (2011). Air Force Doctrine Document 1 <http://www.au.af.mil/au/cadre/aspc/l004/pubs/afdd1.pdf>.

US Army. (2006). FM 3–24: Counterinsurgency. Washington, DC: Department of the Army.

US Army. (2008). FM 3–07: Stability Operations. Washington, DC: Department of the Army.

US Army. (2014). FM 3–24: Insurgencies and Countering Insurgencies. Washington, DC: Department of the Army.

US Department of Defense. (1997). Quadrennial Defense Review Report. Washington, DC: Department of Defense.

US Department of Defense. (2001). Quadrennial Defense Review Report. Washington, DC: Department of Defense.

US Department of Defense. (2006). Quadrennial Defense Review Report. Washington, DC: Department of Defense.

US Department of Defense. (2010). Quadrennial Defense Review Report. Washington, DC: Department of Defense.

US Department of Defense. (2010). Milgaming—Supporting Games for Training, accessed December 19, 2014. <https://milgaming.army.mil>.

US Department of Defense. (2014a). Quadrennial Defense Review Report. Washington, DC: Department of Defense.

US Department of Defense. (2014b). Joint Publication 1–02: Department of Defense Dictionary of Military and Associated Terms, 8 November 2010 (As Amended Through 15 March 2014), accessed January 11, 2015. <http://www.dtic.mil/doctrine/dod_dictionary>.

US Joint Chiefs of Staff. (1969). Joint War Gaming Manual. JWCA-167–69. Washington, DC: Joint Chiefs of Staff.

US used white phosphorus in Iraq. (2005). BBC News Online, last modified November 16, 2005. <http://news.bbc.co.uk/2/hi/middle_east/4440664.stm>.

Van Creveld, Martin. (2008). The Culture of War. New York: Ballantine.

Van Creveld, Martin. (2013). Wargames: From Gladiators to Gigabytes. New York: Cambridge University Press.

Vane, Russell R. (2000). Using Hypergames to Select Plans in Competitive Environments. Ph.D. dissertation, George Mason University.

Vaneigem, Raoul. (1999). A Cavalier History of Surrealism. Edinburgh: AK Press.

Vanore, John J. (1988). Interview: Charles S. Roberts—Founder of the Avalon Hill Game Company and Founding Father of Board Wargaming. Fire & Movement 56: 17–18.

Van Wees, Hans. (2013). Farmers and Hoplites: Models of Historical Development. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 222–255. Princeton: Princeton University Press.

Van Zwieten, Martijn. (2011). Danger Close: Contesting Ideologies and Contemporary Military Conflict in First-person Shooters. Paper presented at DiGRA 2011: Think Design Play, Utrecht, NL, Utrecht School of the Arts, September 14–17, 2011. <http://www.digra.org/wp-content/uploads/digital-library/11312.17439.pdf>.

Various (2001–). “Advanced Squad Leader player rating comments,” accessed November 14, 2014. <http://boardgamegeek.com/collection/items/boardgame/243/page/1?rated=1>.

Vela, Larry. (2013). Academic Study of Tabletop Wargamers: The Results Are In! Part 4: Player Political Preferences. Bell of Lost Souls, last modified July 14, 2013. <http://www.belloflostsouls.net/2013/07/academic-study-of-tabletop-wargamers-the-results-are-in-part-4-player-political-preferences.html>.

Venturini, Georg. (1797). Beschreibung und Regeln eines neuen Krieges-Spiels zum Nutzen und Vergnügen, besonders aber zum Gebrauche in Militairschulen [Description and Rules for a New Wargame, both for Pleasure and Instruction, Especially for Use in Military Schools]. Schleswig: J. G. Röhss.

Verbeek, Peter Paul. (2007). What Things Do. Philosophical Reflections on Technology, Agency, and Design. University Park: Pennsylvania State University Press.

VGChartz. (2014). Game Database. VGChartz, accessed September 15, 2014. <http://www.vgchartz.com/gamedb/>.

Viggiano, Gregory F. (2013). The Hoplite Revolution and the Rise of the Polis. In Men of Bronze: Hoplite Warfare in Ancient Greece, edited by Donald Kagan and Gregory F. Viggiano, 112–133. Princeton: Princeton University Press.

Virilio, Paul. (1976). Essai sur l’insécurité du territoire. Paris: Editions Stock.

Virilio, Paul. (2000). The Information Bomb. New York: Verso.

Virilio, Paul, and Sylvère Lotringer. (1997). Pure War, revised edition, translated by M. Polizzotti and B. O’Keeffe. New York: Semiotext(e).

von Hase, Georg. (1921). Kiel and Jutland. London: Skeffington & Son, Ltd.

Von Hilgers, Philipp. (2012). War Games: A History of War on Paper. Translated by B. Ross. Cambridge, MA: MIT Press.

Von Neumann, John, and Oskar Morgenstern. (1944). Theory of Games and Economic Behavior. Princeton: Princeton University Press.

von Reisswitz, Georg Heinrich Rudolf Johann. (1824). Anleitung zur Darstellung Militairischer Manöver mit dem Apparat des Kriegs-Spieles [Instructions for the Representation of Military Maneuvers with the War Game Apparatus]. Berlin: Trowitzsch.

W2HPG (n.d.). Rules.

Wackerfuss, Andrew. (2013). “This Game of Sudden Death”: Simulating Air Combat of the First World War. In Playing with the Past: Digital Games and the Simulation of History, edited by Andrew E.R. Elliott and Matthew Wilhelm Kappell, 233–246. New York: Bloomsbury.

Waddington, David I. (2007). Locating the Wrongness in Ultra-violent Video Games. Ethics and Information Technology 9 (2): 121–128.

Wagner, Christopher. (n.d.) Background on S&T Nrs. 16 & 17. Strategy & Tactics. Book IV: Nrs. 16–18, inside front cover.

Wajcman, Judy. (2004). TechnoFeminism. Cambridge, MA: Polity.

Waldman, Thomas. (2013). War, Clausewitz and the Trinity. London: Ashgate.

Waldron, Arthur. (2001). China Without Tears: If Chiang Kai-shek Hadn’t Gambled in 1946. In What If? Military Historians Imagine What Might Have Been, edited by Robert Cowley, 377–392. London: Pan.

Waller, Fred. (1946). The Waller Flexible Gunnery Trainer. Journal of the Society of Motion Picture Engineers 47 (1): 73–87.

Wansbury, Timothy, John Hart, Andre Gordon, and Jeff Wilkinson. (2010). UrbanSim: Training Adaptable Leaders in the Art of Battle. In Interservice/Industry Training, Simulation, and Education Conference, accessed December 19, 2014. <http://ict.usc.edu/pubs/UrbanSim-%20Training%20Adaptable%20Leaders%20in%20the%20Art%20of%20Battle%20Command.pdf>.

Wardrip-Fruin, Noah, and Pat Harrigan. (2004). First Person: New Media as Story, Performance, and Game. Cambridge, MA: MIT Press.

Ware, Willis H. (2008). RAND and the Information Evolution: A History in Essays and Vignettes. Santa Monica, CA: RAND Corporation.

Wark, McKenzie. (2008). 50 Years of Recuperation: The Situationist International 1957–2007. Princeton: Princeton Architectural Press.

Wark, McKenzie. (2011). The Beach Beneath the Street: The Everyday Life and Glorious Times of the Situationist International. London: Verso.

Warren, Gemma, and Patrick Rose. (2011). Representing Strategic Communication and Influence in Stabilization Modeling. Journal of Defense Modeling and Simulation 8: 2.

Watts, Evan. (2011). Ruin, Gender, and Digital Games. WSQ: Women’s Studies Quarterly 39 (3/4): 247–265.

Webb, Richard. (2014). The Copper Promise. Goodreads, last modified February 13, 2014, accessed October 14, 2014. <https://www.goodreads.com/book/show/18667112-the-copper-promise>.

Weber, Joseph John. (1928). Picture Values in Education: A Complete Record of an Experimental Investigation. Chicago: The Educational Screen, Inc.

Webster, Andrew. (2014). Beyond “Battlefield”: These Games Show the Dark Reality of War. The Verge, June 19, 2014. <http://www.theverge.com/2014/6/19/5824114/these-games-show-the-dark-reality-of-war>.

Weiland, William J., John Deato, Charles A. Barba, and Thomas P. Santarelli. (CHI Systems, Inc.) (2003). Virtual Environment Cultural Training for Operational Readiness: VECTOR. ARI Research Note 2003–10, ARI, April.

Weisgerber, Robert A., ed. (1971). Perspectives in Individualized Learning. Itasca, IL: F. E. Peacock Publishers.

Wells, H. G. (1913). Little Wars. Originally published in Windsor Magazine, December 1912-January 1913. London: Frank Palmer.

Wells, H. G. (1914). The World Set Free. New York: E. P. Dutton & Company.

Wells, H. G. (2004). Little Wars. Springfield, VA: Skirmisher.

Wentworth, Donald, and Darrell R. Lewis. (1973). A Review of Research on Instructional Games and Simulations in Social Studies Education. Social Education 37 (5): 432–440.

Wild, Lorraine. (2007). Formal, Cool, Dense: Graphic Design in Los Angeles at Midcentury. In Birth of the Cool: California Art, Design, and Culture at Midcentury, Exhibition Catalogue, Orange County Museum of Art, edited by Elizabeth Armstrong and Michael Boyd, 151–172. New York: Prestel Publishing.

Williams, Jen. (2014). The Copper Promise. New York: Hodder Headline.

Williams, Raymond. (1976). Keywords: A Vocabulary of Culture and Society. New York: Oxford University Press.

Williams, Walt. (2013). We Are Not Heroes: Contextualizing Violence Through Narrative. Paper presented at the Game Developers Conference, March 27, 2013. Gamasutra, accessed May 1, 2013. <http://www.gamasutra.com/view/news/188964/Video_Spec_Ops_The_Line_contextualizes_violence_through_story.php>.

Wills, Sandra, Elyssebeth Leigh, and Albert Ip. (2011). The Power of Role-Based E-learning. New York: Routledge.

Wilson, Andrew. (1968). The Bomb and the Computer: A Crucial History of War Games. New York: Delacorte Press.

Wilson, Andrew. (2014). The Bomb and the Computer: The History of Professional Wargaming 1780–1968, edited by John Curry. Bristol, UK: History of Wargaming Project.

Wilson, Howard E. (1928). Cartoons as an Aid in the Teaching of History. School Review 36 (3): 192–198.

Wilson, Johnny L. (1991). The History of Computer Games. Computer Gaming Weekly 88: 16.

Wineburg, Sam. (2001). Historical Thinking and Other Unnatural Acts: Charting the Future of Teaching the Past. Philadelphia: Temple University Press.

Withers, Samuel. (1961). Creativity in English: A Dissent. Phi Delta Kappan 42 (7): 311–314.

Witty, Paul A. (1944). Some Uses of Visual Aids in the Army. Journal of Educational Sociology 18 (4): 241–249.

Wood, Brian. (2005–12). DMZ. New York: Vertigo.

Woods, Stewart. (2012). Eurogames: The Design, Culture and Play of Modern European Board Games. Jefferson, NC: McFarland.

Woolsey, R. James. (1980). The Uses and Abuses of Analysis in the Defense Environment: A Conversation with R. James Woolsey. Washington, DC: American Enterprise Institute.

Wordsworth, Richard. (2014). This War of Mine: A Civilian Survival Story That Is 11 Bit Studios’ “Most Important Work Ever.” Edge, last modified April 14, 2014. <http://www.edge-online.com/features/this-war-of-mine-a-civilian-survival-story-that-is-11-bit-studios-most-important-work-ever>.

World War II Historical Preservation Federation. (1996). To all reenactors and veterans of the Battle of the Bulge from the Federation Staff Officers. Memo, January 26, 1996.

Wynn, Kenneth. (1997). Career Histories, U1–U510. vol. 1. U-Boat Operations of the Second World War. Annapolis: Naval Institute Press.

Wynn, Kenneth. (1998). Career Histories, U511–UIT25. vol. 2. U-Boat Operations of the Second World War. Annapolis, MD: Naval Institute Press.

Yalom, Marilyn. (2004). The Birth of the Chess Queen. New York: Harper Collins.

Yoder, Christian. (2012). Anonymous Retaliates for Villainous Portrayal in Activision Game. The Daily Dot, May 9, 2012, accessed January 19, 2015. <http://www.dailydot.com/news/anonymous-activision-call-duty-black-ops>.

Young, A. L. (1926). Teaching with Motion Pictures. Peabody Journal of Education 3 (6): 321–326.

Zagal, José P. (2009). Ethically Notable Videogames: Moral Dilemmas and Gameplay. Paper presented at DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. Uxbridge, UK, Brunel University, September 2009. <http://www.digra.org/wp-content/uploads/digital-library/09287.13336.pdf>.

Zamoyski, Adam. (2004a). 1812: Napoleon’s Fatal March on Moscow. London: Harper.

Zamoyski, Adam. (2004b). Napoleon Triumphs in Russia. In What Might Have Been: Imaginary History from Twelve Leading Historians, edited by Andrew Roberts, 79–91. London: Phoenix.

Zbylut, Michelle L. and Jason N. Ward. (2004). Think Like a Commander—Excellence in Leadership: Educating Army Leaders with the [ICT] Power Hungry Film. RP 2004–01, ARI, April.

Zedong, Mao. (1971). On Protracted War. In Six Essays on Military Affairs by Mao Zedong, 195–339. Beijing: Foreign Languages Press.

Zocchi, Lou. (2007). Gettysburg. In Hobby Games: The 100 Best, edited by James Lowder. Seattle: Green Ronin.

Zorbaugh, Harvey, ed. (1944). Bibliography. Journal of Educational Sociology 18 (4): 250–255.

Zuber, Terence. (2002). Inventing the Schlieffen Plan: German War Planning 1871–1914. Oxford: Oxford University Press.

2KTV. (2012). Spec Ops: The Line: The Official Walt Williams Video Interview. 2KTV, last uploaded February 9, 2012. <https://www.youtube.com/watch?v=qRyAfmVQOZU>.

References: Games

1000 Days of Syria. (2014). Mitch Swenson <https://onethousanddaysofsyria.squarespace.com>.

1914. (1967). James F. Dunnigan; Avalon Hill.

1989: Dawn of Freedom. (2012). Ted Torgerson and Jason Matthews; GMT Games.

Advanced Dungeons & Dragons Dungeon Master’s Guide. (1979). Gary Gygax; TSR.

Advanced Dungeons & Dragons Monster Manual. (1977). Gary Gygax; TSR.

Advanced Dungeons & Dragons Players Handbook. (1978). Gary Gygax; TSR.

Advanced Squad Leader. (1985). Don Greenwood; Avalon Hill.

Afrika Korps. (1964). Charles S. Roberts; Avalon Hill.

Aftermath! (1981). Paul Hume and Robert N. Charrette; Fantasy Games Unlimited.

AFTERSHOCK: A Humanitarian Crisis Game

. (2015). T Fisher’s Games.

Age of Empires. (1997–). Ensemble Studios; Big Huge Games; Robot Entertainment.

Age of Empires III. (2005). Greg Street; Ensemble Studios.

Age of Renaissance. (1996). Jared Scarborough; Avalon Hill.

Air & Armor. (1986). Bruce S. Maxwell; West End Games.

Air Superiority. (1987). J. D. Webster; Game Designer’s Workshop.

Air War. (1977). David C. Isby; SPI.

Algeria: The War of Independence 1954–62. (2000). Brian Train; Microgame Design Group.

Amber Diceless Roleplaying Game. (1991). Erick Wujcik; Phage Press.

Ambush! (1983). John Butterfield; Victory Games Inc.

America’s Army. (2002–). Michael Zyda; Sega Studios San Francisco, US Army.

The Ancient Art of War

. (1984). Brøderbund.

Andean Abyss: Insurgency and Counterinsurgency in Colombia (COIN Series, Volume I). (2012). Volko Ruhnke; GMT Games.

Anleitung zum Kriegsspiel. (1862). Wilhelm von Tschischwitz. Translated by Captain E. Baring as Rules for the Conduct of the War-Game.

Anleitung zur Darstellung militairischer Manöver mit dem Apparat des Kriegs-Spieles. (1824). Georg Heinrich Rudolf Johann von Reisswitz. Translated by William Leeson and published as Von Reisswitz Kriegsspiel (1989).

Anzio Beachhead. (1970). Dave Williams; Poultron Press.

ARMA: Armed Assault. (2006). Bohemia Interactive.

Arms Law. (1980). Coleman Charlton, Pete Fenlon, Kurt Fischer, and Bruce Shelley; Iron Crown Enterprises.

Atomic Bomber. (1946). International Mutoscope.

Axis & Allies. (1981). Larry Harris, Jr.; Milton Bradley, Nova Games, Jedko and PewterCraft.

Azhanti High Lightning. (1980). Frank Chadwick and Mark W. Miller; GDW.

Balance of Power. (1985). Chris Crawford; Mindscape.

Balkan Hell. (1995). Ty Bomba; XTR Corp.

Battle for Baghdad. (2009). Joseph Miranda; MCS Group.

Battle of the Bulge. (1964). Larry Pinsky and Tom Shaw; Avalon Hill.

Battle Over Britain. (1983). John H. Butterfield; TSR.

Battlefield 2. (2005). Electronic Arts.

Battlefield 3. (2011). Electronic Arts.

Battlefield 4. (2013). Lars Gustavsson; EA Digital Illusions.

Battlefield: 1942. (2002). Romain de Waubert de Genlis; EA Digital Illusions.

Battlefront. (1986). Roger Keating and Ian Trout; Strategic Studies Group.

Battleship. (1931). Clifford von Wickler; Original Publisher Unknown.

Battleship. (1967). Milton Bradley.

BCT Command Kandahar. (2013). Joseph Miranda; MCS Group.

Beirut ’82: Arab Stalingrad. (1989). Thomas Kane; World Wide Wargames.

Beyond Valor. (1985). Don Greenwood, Charles Kibler, Rex A. Martin, Bob McNamara, and Jon Mishcon; Avalon Hill and Multi-Man Publishing.

Bioshock. (2007). Feral Interaction; 2K Games.

Bird of Prey: Air Combat in the Jet Age. (2008). Philip A. Markgraf and Tony Valle; Ad Astra Games.

Blitzkrieg. (1965). Larry Pinsky; Avalon Hill.

Blitzkrieg. (1970). James F. Dunnigan; Avalon Hill, 1970. Formerly Tactical Game 3, published by Poutron Press (1969).

The Blitzkrieg Module System. (1969). James F. Dunnigan and Redmond Simonsen; Poultron Press.

Blood Reef: Tarawa—ASL Historical Module 5. (1999). Steven Dethlefsen and Eddie Zeman; Heat of Battle, Multi-Man Publishing.

Bonaparte at Marengo. (2005). Bowen Simmons; Simmons Games.

Boom Beach. (2014). Supercell Oy.

Brynania. (2014). McGill University.

Call of Cthulhu. (1981). Sandy Petersen; Chaosium.

Call of Duty. (2003). Activision.

Call of Duty: Black Ops. (2010). Activision.

Call of Duty: Black Ops II. (2012) Activision.

Call of Duty: Modern Warfare 2. (2009). Activision.

Call of Duty: Modern Warfare 3. (2011). Activision.

Call of Duty: World at War. (2008). Activision.

Call of Duty 2. (2005). Activision.

Call of Duty 3. (2006). Activision.

Call of Duty 4: Modern Warfare. (2007). Activision.

Campaign for North Africa. (1979). Richard Berg; Simulations Publications, Inc.

Carrier. (1990). Kevin Boylan, Jon Southard; Victory Games.

Chad: The Toyota Wars. (1991). Richard Davis; Decision Games.

Chainmail. (1971; 2nd edition 1972). Gary Gygax and Jeff Perren; Guidon Games.

Champions. (1981). Steve Peterson, George MacDonald, Bruce Harlick, and Ray Greer; Hero Games.

Civilization. (1980). Francis Tresham; Hartland Trefoil; 1981 edition published by Avalon Hill.

Civilization. (1991). Sid Meier; MicroProse.

Civilization IV. (2005). Sid Meier; Firaxis Games.

Clash of Clans. (2013). Supercell Oy.

Claw Law. (1982). Terry Amthor, Coleman Charlton, Leonard Cook, Pete Fenlon, and Brice Neidlinger; Iron Crown Enterprises.

Cloudships & Gunboats. (1989). Frank Chadwick; GDW.

Cobra. (1977). Brad Hessel; Simulations Publications, Inc.

Code of Bushido: ASL Module 8. (1991). Bob McNamara and Rick Troha; Avalon Hill.

Combat Commander: Europe. (2006). Chad Jensen; GMT Games.

Combat Commander: Mediterranean. (2007). Chad Jensen; GMT Games.

Combat Commander: Pacific. (2006). Chad Jensen; GMT Games.

Combat Commander: Resistance! (2011). Chad Jensen; GMT Games.

Combat Mission: Shock Force. (2007). Paradox Interactive.

Command & Colors: Napoleonics. (2010). Richard Borg; GMT Games.

Command & Colors: Napoleonics Expansion #2—The Russian Army. (2013). Richard Borg; GMT Games.

Commandos: Behind Enemy Lines. (1998). Pyro Studios; Eidos Interactive.

Command: Modern Air/Naval Operations. (2013). Matrix Games, Warfare Sims.

Company of Heroes. (2006). Relic Entertainment; THQ; Sega.

Computer Bismarck. (1980). Strategic Simulations, Inc.

Cortex. (2005). Jamie Chambers; Margaret Weis Productions.

Cosmic Encounter. (1977). Eon.

Country X. (2009). Columbia University.

Crescendo of Doom. (1979). Don Greenwood; Avalon Hill.

Crisis 2000. (1997). Joseph Miranda; One Small Step.

Crisis 2020. (2007). Joseph Miranda; Victory Point Games.

Cross of Iron. (1978). John Hill (I); Avalon Hill.

Crusader Kings II. (2012). Paradox Interactive.

The Crusades. (1978). Richard H. Berg; Simulations Publications, Inc.

Cuba Libre: Castro’s Insurgency (COIN Series, Volume II). (2013). Volko Ruhnke and Jeff Grossman; GMT Games.

Cybernaut. (1996). Joseph Miranda; One Small Step.

Cyberwar XXI. (Forthcoming). Joseph Miranda. Hexagon Interactive.

DAK. (1997). Dean Essig; The Gamers.

Dark Nebula. (1980). Marc W. Miller; GDW.

A Day of Heroes. (2008). Tom Herrschaft and Mark H. Walker; Lock ’n Load Publishing.

D-Day. (1961). Charles S. Roberts; Avalon Hill.

Dear Esther. (2012). The Chinese Room.

Decision Iraq. (2013). Joe Miranda; Decision Games.

Defense Grid. (2008–10). Hidden Path Entertainment.

Dien Bien Phu. (1973). Guy Hail; Flying Buffalo.

Diplomacy. (1959). Allan Calhamer. Original prepublication manuscript as The Game of Realpolitik (1958).

A Distant Plain: Insurgency in Afghanistan (COIN Series, Volume III). (2013). Volko Ruhnke and Brian Train; GMT Games.

Dixie. (1976). Redmond A. Simonsen; Simulations Publications, Inc.

Doom. (1993). Shawn C. Green, Sandy Petersen and John Romero; id Software, Inc.

Downtown. (2004). Lee Brimmicombe-Wood; GMT Games.

Drang nach Osten. (1973). Frank Chadwick; Game Designers Workshop.

Drive on Stalingrad. (1977). Brad Hessel; Simulations Publications, Inc.

Dune. (1979). Avalon Hill.

Dune II: The Building of a Dynasty. (1992). Aaron E. Powell and Joseph Bostick; Westwood Studios, Inc.

Dungeons & Dragons. (1974). Gary Gygax and Dave Arneson; Tactical Studies Rules.

Dungeons & Dragons Basic Set. (1977). Dave Arneson, Gary Gygax, and J. Eric Holmes; TSR.

Eagles of the Empire: Borodino. (1994). Brien J. Miller, Arron J. Monroe and Mark E. Searle; Games USA.

Eagles of the Empire: Friedland. (1995). Brien J. Miller and Arron J. Monroe; Games USA.

Eagles of the Empire: Preussisch-Eylau. (1999). Brien J. Miller, Arron J. Monroe and Mark E. Searle; Avalanche Press Ltd.

Eagles of the Empire: Spanish Eagles. (2008). Stephen C. Jackson and Brien J. Miller; Compass Games LLC.

Eastern Front (1941). (1981). Chris Crawford; Atari Program Exchange.

Empire. (1971). Walter Bright; noncommercial product.

Empire. (1973). PLATO system.

Empire of the Sun. (2005). Mark Herman; GMT Games.

Encyclopedia of War: Ancient Battles. (1988). Robert Smith; CCS.

England Expects. (Forthcoming). Charles Vasey.

Europa Universalis. (2000). Paradox.

Europa Universalis II. (2001). Paradox Development Studio.

Fate. (2003). Fred Hicks and Rob Donoghue; Evil Hat Productions.

Feng Shui. (1996). Robin Laws; Daedalus Entertainment.

Fiasco. (2009). Jason Morningstar; Bully Pulpit Games.

Field of Glory. (2009). Slitherine Ltd.

Fierce Fight! Stalingrad Blitzkrieg. (2013). Tetsuya Nakamura; Game Journal 47.

Fifth Corps. (1980). Jim Dunnigan; Simulations Publications, Inc.

Fifth Frontier War. (1981). John Astell, Frank Chadwick, and Marc W. Miller; GDW.

Fight in the Skies. (1968). Mike Carr; War Game Inventors Guild.

Fire in the Lake: Insurgency in Vietnam (COIN Series, Volume IV). (2014). Mark Herman and Volko Ruhnke; GMT Games.

Fire in the Sky. (2005). Tetsuya Nakamura; Multi-Man Publishing.

Fleet Admiral. (1987). Jack Greene; Quarter Deck Games.

Fleet Admiral II. Forthcoming. Jack Greene; publisher TBD.

Fletcher Pratt’s Naval War Game. (1943). Fletcher Pratt; Harrison-Hilton.

For the People. (1998). Mark Herman; Avalon Hill.

Force on Force. (2011). Shawn and Robby Carpenter; Osprey Publishing & Ambush Alley Games.

France 1940. (1972). James F. Dunnigan; Avalon Hill Game Company.

The Franco-Prussian War. (1992). Joseph Miranda; Decision Games.

Freedom in the Galaxy. (1979). Howard Barasch and John Butterfield; SPI Games.

Galaga. (1981). Midway.

The Game of War. (1977). Guy Debord; Champ Libre.

Gamma World. (1978). James M. Ward and Gary Jaquet; TSR.

Gary Grigsby’s War in the East. (2010). 2 By 3 Games.

Gary Grigsby’s War in the Pacific. (2004). 2 By 3 Games.

Gary Grigsby’s World at War. (2005). Joel Billings, Keith Brors & Gary Grigsby; 2 By 3 Games.

Generic Universal RolePlaying System (GURPS). (1986). Steve Jackson; Steve Jackson Games.

Gettysburg. (1958). Charles S. Roberts; Avalon Hill Game Company.

Gettysburg. (1961). Charles S. Roberts; Avalon Hill.

Ghost Recon (Tom Clancy’s) [series] (2001–2014). Ubisoft.

Ghost Recon: Advanced Warfighter (Tom Clancy’s). (2006). Ubisoft.

GI: Anvil of Victory. (1982). Don Greenwood; Avalon Hill.

Global Challenge: The Game of International Peacekeeping. (2001). Identity Games International.

Golem Arcana. (2014). Hairbrained Scheme.

Greek Civil War. (2014). Brian Train; Decision Games.

Grenadier: Company Level Combat 1700–1850. (1971). James F. Dunnigan; Simulations Publications, Inc.

Group of Soviet Forces Germany. (2003). Ty Bomba; Decision Games.

Gung-Ho. (1992). Don Greenwood and Bob McNamara; Avalon Hill.

The Guns of Gettysburg. (2013). Bowen Simmons; Mercury Games.

Hammer of the Scots. (2002). Jerry Taylor; Columbia Games.

Harpoon (a.k.a. Paper Harpoon, Paper Rules). (1981). Larry Bond; Adventure Games.

Harpoon. (1989). Larry Bond; Three-Sixty Pacific, Inc.

Harpoon [series]. (1981–2013). Larry Bond; Various publishers, e.g., Three-Sixty Pacific (1981) and Matrix Games (2013).

Harpoon, third edition. (1987). Larry Bond; Game Designer’s Workshop.

Harpoon I. (1989). Larry Bond; Three Sixty Pacific, Alliance Interactive, iMagic, Advanced Gaming Systems Inc., Matrix Games.

Harpoon II. (1994). Larry Bond; Three-Sixty Pacific.

Harpoon III. (2001). Jesse Spears.

Harpoon IV. (1997). Larry Bond and Chris Carlson; Clash of Arms Games.

Harpoon 3: Advanced Naval Warfare. (2007). Matrix Games. Originally called Harpoon 3.

Harpoon 3 Professional [H3MilSim]. (2009). Matrix Games; Renamed H3 MilSim in 2010 and then H3Pro in 2013.

Harpoon Ultimate Edition. (2011). Matrix (Stuttgart, Germany).

Hearts and Minds: Vietnam 1965–1975. (2010). John Poniske; Worthington Games.

Hearts of Iron. (2002). Henrik Fåhraeus, Joakim Bergqwist and Johan Andersson; Paradox Entertainment.

Here I Stand: Wars of the Reformation 1517–1555. (2006). Ed Beach; GMT Games.

Hitler’s War. (1981). Keith Gross; Metagaming.

Holy War: Afghanistan. (1991). Joseph Miranda; Decision Games.

Homefront. (2011). Kaos Studios; THQ/Spike (Japan).

Imperium. (1977). Frank Chadwick, John Harshman, and Marc W. Miller; GDW.

Insurgency. (1979). Blake Smith; Battleline Games.

Invasion: Earth. (1981). John Astell, Frank Chadwick, and Marc W. Miller; GDW.

Invasion Orion. (1979). Automated Simulations.

Ironclads and Ether Flyers. (1990). Frank Chadwick; GDW.

Jagged Alliance 2. (1999). Ian Currie, Linda Currie and Shaun Lyng; Sirtech Canada, Ltd.

Joust. (1982). Williams Entertainment.

Jutland. (1967). James F. Dunnigan; Avalon Hill.

Jutland: Fleet Admiral II. (2016). Jack Greene; Comsim Press.

Kharkov. (1978). Stephen B. Patrick; Simulations Publications, Inc.

Killer Angels. (1984). Helena Rubinstein; West End Games.

Kingmaker. (1974). Andrew McNeil; Avalon Hill.

Kosovo: The Television War. (2014). Ty Bomba; Decision Games.

Kriegsspiel. (1803). Johann Christian Ludwig (Ludewig) Hellwig.

Labyrinth: The War on Terror, 2001–? (2010). Volko Ruhnke; GMT Games.

Last Battle. (1989). Tim Ryan; GDW.

L’Attaque [Stratego]. (1910). Mme. Hermance Edan; Au Jeu Retrouvé.

La Bataille de la Moscowa. (1975). Laurence A. Groves; Marshall Enterprises.

La Conquête du Monde. (1957). Albert Lamorisse. Miro.

League of Legends. (2009). Tom Cadwell, Rob Garrett, Christina Norman, Steve Feak; Riot Games.

Liberia: Descent into Hell. (2008). Ben Madison and Wes Erni; Fiery Dragon Productions.

Luftwaffe. (1971). Lou Zocchi; Avalon Hill.

Mage Knight. (2000). WizKids.

Magic: The Gathering. (1993). Richard Garfield; Wizards of the Coast.

Map Maneuvers. (1908). Farrand Sayre; Staff College Press.

Masters of the World: Geo-Political Simulator 3. (2013). Eversim.

Mayday. (1978). Mark W. Miller; GDW.

Medal of Honor. (1999). Electronic Arts.

Medal of Honor. (2010). Electronic Arts.

Medal of Honor: Warfighter. (2012). Electronic Arts.

Midway. (1964). Lindsley Schutz and Larry Pinsky; Avalon Hill.

Mississippi Banzai. (1990). Ty Bomba; XTR Corp.

Modern Air Power. (2014). John Tiller Software.

Modern Battles: Four Contemporary Conflicts. (1975). Howard Barasch, Edward Vurran, Jim Dunnigan, J.A. Nelson; SPI.

Modern War in Miniature. (1966). Michael F. Korns; M & J Research.

The Morrow Project. (1980). Kevin Dockery, Robert Sadler, and Richard Tucholka; TimeLine, Ltd.

A Most Dangerous Time. (2009). Tetsuya Nakamura; Multi-Man Publishing.

The Napoleonic Wars. (2002). Don Greenwood, Ben Knight, and Mark McLaughlin; GMT Games.

Napoleon’s Triumph. (2007). Bowen Simmons; Simmons Games.

New World Order Battles: Kiev. (Forthcoming). Joseph Miranda; Decision Games.

The Next War. (1978). Jim Dunnigan; SPI.

Nicaragua. (1988). Joseph Miranda; 3W (World Wide Wagames).

Nightfighter. (2011). Lee Brimmicombe-Wood; GMT Games.

Nuclear Destruction. (1970). Rick Loomis; Flying Buffalo.

OGRE. (1977). Steve Jackson; Metagaming Concepts.

The Operational Art of War I: 1935–1955. (1998). TalonSoft.

The Operational Art of War II: Flashpoint Kosovo. (1999). TalonSoft.

The Operational Art of War II: Modern Battles 1956–2000. (1999). TalonSoft.

The Operational Art of War III. (2006). Matrix Games.

Operation Dauntless: The Battles for Fontenay and Rauray, France, June 1944. (2015). Mark Mokszycki; GMT Games.

Order of Arms [series]. (2015). Brien J. Miller and Matthew Kirschenbaum; Compass Games.

Over the Edge. (1992). Robin Laws and Jonathan Tweet; Atlas Games.

Pacific War. (1985). Mark Herman; Victory Games.

PanzerBlitz. (1970). James F. Dunnigan; Avalon Hill.

Panzergruppe Guderian. (1976). James F. Dunnigan; Simulations Publications, Inc.

Panzer Leader. (1974). Avalon Hill.

Papers, Please. (2013). Lucas Pope.

Paths of Glory. (1999). Ted Racier; GMT Games.

Peace Operations Support Model. (2006). UK Defense Science and Technology Laboratory.

Peloponnesian War. (1991). Mark Herman; Victory Games.

Persian Incursion. (2010). Larry Bond, Chris Carlson and Jeff Dougherty; Clash of Arms.

Phantom Fury. (2011). Laurent Closier; Nuts! Publishing.

Phoenix Command. (1986). Barry Nakazono and David McKenzie; Leading Edge Games.

Plants vs. Zombies. (2009–2013). Pop Cap Games.

The Plot to Assassinate Hitler. (1976). James Dunnigan; SPI.

Point of Attack 2. (2004). Scott Hamilton; HPS Simulations.

PRISM: Guard Shield. (2008). US Army National Guard.

Quake. (1996). American McGee, Sandy Petersen, John Romero and Tim Willits; id Software, Inc.

Quebec 1759. (1972). Steve Brewster, Tom Dalgliesh and Lance Gutteridge; Columbia Games.

RAF. (1986). John H. Butterfield; West End Games.

Rainbow Six (Tom Clancy’s). (1998). Brian Upton; Majesco Entertainment, Red Storm Entertainment.

Rampart. (1990). John Salwitz; Atari Games.

Red Barricades: ASL Historical Module 1. (1990). Charles Kibler; Avalon Hill.

Rethinking Wargames: Three Player Chess. (2003). Ruth Catlow; furtherfield.org. <http://www.furtherfield.org/rcatlow/rethinking_wargames/docs/3playerchess.htm>.

Richard III: The Wars of the Roses. (2009). Jerry Taylor and Tom Dalgliesh; Columbia Games.

Richthofen’s War. (1972). Randall C. Reed; Avalon Hill.

Rise and Decline of the Third Reich. (1974). John Prados; Avalon Hill.

Risen 2: Dark Waters. (2012). Deep Silver, Ubisoft.

Risk: The Game of Global Domination. (1959). Parker Brothers.

Road to the Rhine. (1979). Frank Chadwick; Game Designers’ Workshop.

RoleMaster. (1980). Coleman Charlton, John Curtis, Pete Fenlon, and Steve Marvin; Iron Crown Enterprises.

Rome: Total War. (2004). The Creative Assembly.

RuneQuest. (1978). Steve Perrin, Ray Turney, Steve Henderson, Warren James, and Greg Stafford; Chaosium.

The Russian Campaign. (1974). John Edwards; Jedko.

The Russian Campaign. (1976). John Edwards and Don Greenwood; Avalon Hill.

Savage Worlds. (2003). Shane Lacy Hensley; Pinnacle Entertainment Group.

Schach-oder König-Spiel. (1616). Gustavus Selenus (Augustus, Duke of Brunswick-Lüneburg).

Second Life. (2003). Philip Rosedale; Linden Lab.

Sekigahara: The Unification of Japan. (2011). Matt Calkins; GMT Games.

September 12th: A Toy World. (2002). Newsgaming.

Shining Path. (1995). Brian Train; Microgame Design Group.

Shogun: Total War. (2000). Michael Simpson; The Creative Assembly; Electronic Arts.

Sid Meier’s Civilization: The Board Game. (2002). Eagle Games.

Sid Meier’s Civilization V. (2010). Firaxis Games.

Sid Meier’s Civilization V: Gods and Kings expansion pack (2012). Firaxis Games.

Silent War: The United States’ Submarine Campaign Against Imperial Japan. (2005). Brien J. Miller and Stephen C. Jackson; Compass Games.

SimCity. (1989). Maxis.

Six Days in Fallujah. (Unpublished). Konami/Atomic Games.

Snapshot. (1979). Marc W. Miller; GDW.

Sniper! (1973) James F. Dunnigan; Simulations Publications, Inc.

Somali Pirates. (2012). Joseph Miranda; Decision Games.

Somalia Interventions. (1998). Brian Train; Shutze Games.

Sorcerer. (1975). Redmond A. Simonsen; Simulations Publications, Inc.

South Africa. (1977). Irad Hardy; Simulations Publications Incorporated.

South Park Let’s Go Tower Defense Play! (2009). Doublesix; Xbox Live Productions; South Park Digital Studios.

Space: 1889. (1988). Frank Chadwick; GDW.

Space Hulk. (1989). Richard Halliwell; Games Workshop.

Spacewar! (1962). Steve Russell et al.

Spec Ops: The Line. (2012). Yager Development; 2K Games.

Squad Leader. (1977). John Hill; Avalon Hill.

Stalingrad. (1963). Charles S. Roberts, Lindsley Schutz, and Thomas N. Shaw; Avalon Hill.

Star Fleet Battles. (1979). Steven V. Cole; Task Force Games.

Star Fleet Battles: Captain’s Edition Basic Set. (1999). Steven V. Cole; Amarillo Design Bureau, Inc.

Star Fleet Battles: Advanced Missions. (1999). Steven V. Cole; Amarillo Design Bureau, Inc.

Starcraft. (1998). Blizzard Entertainment, Inc.

Starfleet Orion. (1978). Automated Simulations.

Starweb. (1976). Flying Buffalo.

Steel Wolves: The German Submarine Campaign Against Allied Shipping – Vol. 1. (2010). Brien J. Miller and Stephen C. Jackson; Compass Games.

Stonewall Jackson’s Way. (1992). Joseph M. Balkoski; Avalon Hill.

Stonkers. (1983). Imagine Software.

Storm over Stalingrad. (2006). Tetsuya Nakamura; Multi-Man Publishing.

Stratego. (1961). Milton Bradley.

Strategos: The American Game of War. (1880). Charles A. L. Totten.

Streets of Stalingrad. (2003). Dana Lombardy and Art Lupinacci; L2 Design Group.

Striker. (1981). Frank Chadwick; Games Designers’ Workshop (GDW).

The Sun King. (Forthcoming). Charles Vasey; Publisher TBD.

Sunset. (2015). Tale of Tales.

Sword & Sorcery. (1978). Greg Costikyan; Simulations Publications, Inc.

The Sword and the Flame (first edition). (1979). Larry V. Brom; Yaquinto Publications.

The Sword and the Flame (second edition). (1984). Larry V. Brom; Greenfield Hobby Distributors.

The Sword and the Flame, Twentieth Anniversary Edition. (1999). Larry V. Brom; And That’s The Way It Was.

The Sword and the Flame, Twentieth Anniversary Edition Update. (2008). Larry V. Brom; Sergeants 3.

Tac Air. (1987). Gary C. Morgan, S. Craig Taylor; Avalon Hill.

Tactical Game 3. (1970). James F. Dunnigan; Poultron Press.

Tactics. (1952). Charles S. Roberts; Avalon Game Company.

Tactics II. (1958). Charles S. Roberts; Avalon Hill Company.

Taktisches Kriegs-Spiel oder Anleitung zu einer mechanischen Vorrichtung um tactische Manoeuvres sinnlich darzustellen. (1812). Georg Leopold Reiswitz.

Tank. (1974). Kee Games; Atari Inc.

Tanktics: Computer Game of Armored Combat on the Eastern Front. (1978). Chris Crawford; Microcomputer Simulations.

Tanktics. (1981). Chris Crawford; Avalon Hill.

Third Lebanon War. (2014). Brian Train; BTR Games.

This War of Mine. (2014). 11 bit studios.

Thud! (2002). Trevor Truran; The Cunning Artificer.

The Tigers Are Burning. (1988). Ty Bomba; World Wide Wargames.

Titan. (1980). Gorgonstar.

To the Moon. (2011). Kan Gao; Freebird Games.

Top Secret. (1980). Merle M. Rasmussen; TSR.

Total War: Rome II. (2013). Michael M. Simpson; The Creative Assembly, Ltd.

Toy Soldiers. (2010). Signal Studios.

Traveller. (1977). Marc W. Miller; GDW.

Traveller: 2300. (1986). Marc W. Miller, Timothy B. Brown, Lester W. Smith, and Frank Chadwick. GDW.

Trillion Credit Squadron. (1981). John Astell, Frank Chadwick, John Harshman, Stefan Jones, and Marc W. Miller; GDW.

Tropico 5. (2104). Kalypso Media.

Tunnels and Trolls. (1975). Ken St. Andre; Flying Buffalo.

Tupamaro. (1996). Brian Train; Strategy Gaming Society.

Twilight Struggle: The Cold War, 1945–1989. (2005). Ananda Gupta and Jason Matthews; GMT Games.

UFO: Enemy Unknown [marketed in the US as X-COM: UFO Defense]. (1994). Julian Gollop; Mythos Games.

UMS: The Universal Military Simulator. (1987). Ezra Sidran; Rainbird Software.

Unity of Command. (2011). 2x2 Games.

The Universal Military Simulator. (1987). Rainbird Software.

Unknown Armies. (1998). John Tynes and Greg Stolze; Atlas Games.

Up Front. (1983). Courtney Allen; The Avalon Hill Game Company.

Uplink: Hacker Elite. (2003). Chris Delay; Introversion Software.

UrbanSim. (2010). Institute for Creative Technologies and US Army.

Valiant Hearts: The Great War. (2014). Ubisoft.

Vampire: The Masquerade. (1991). Mark Rein-Hagen; White Wolf Games.

Versuch eines aufs Schachspiel gebauten taktischen Spiels von zwey und mehrern Personen zu spielen. (1780). Johann Christian Ludwig Hellwig.

Victory in the Pacific. (1977). Richard Hamblen; Avalon Hill Game Company.

A Victory Lost. (2006). Tetsuya Nakamura; Multi-Man Publishing.

Viet Nam. (1965). Phil Orbanes; Gamescience.

Vietnam 1965–1975. (1984). Nick Karp; Victory Games.

Virgin Queen: Wars of Religion 1559–1598. (2012). Ed Beach; GMT Games.

Virtual Battlespace. (2002). Bohemia Interactive, Coalescent Technologies.

Virtual Battlespace 2. (2007). Bohemia Interactive.

Virtual Battlespace 3. (2014). Bohemia Interactive.

Warcraft: Orcs & Humans. (1994). Blizzard Entertainment, Inc.

Warcraft 3: Reign of Chaos. (2002). Rob Pardo; Capcom, Blizzard Entertainment, Sierra Entertainment.

Wargame Construction Set. (1986). Roger Damon; Strategic Simulations, Inc.

Wargame Construction Set II: Tanks! (1994). Strategic Simulations, Inc.

Wargame Construction Set III: Age of Rifles 1846–1905. (1996). Strategic Simulations, Inc.

Warhammer. (1983). Bryan Ansell, Richard Halliwell, and Richard Priestly; Games Workshop.

Warhammer Book 2: Battle Magic. (1984). Bryan Ansell, Rick Priestley, and Richard Halliwell; Games Workshop.

Warhammer 40,000: Rogue Trader. (1987). Rick Priestly; Games Workshop.

Warhammer 40,000: Codex: Tyranids. (1995). Andy Chambers; Games Workshop.

Warhammer 40,000: Codex: Orks. (2008). Phil Kelly; Games Workshop.

Warhammer 40,000 (seventh edition). (2014). Games Workshop.

War in Europe. (1976). James F. Dunnigan; Simulations Publications, Inc.

War of the Ring. (1977). Howard Barasch and Richard Berg; Simulations Publications, Inc.

War of Wizards. (1975). M.A.R. Barker; Tactical Studies Rules.

We Must Tell the Emperor. (2010). Steve Carey; Victory Point Games.

We the People. (1994). Mark Herman; Avalon Hill.

Wellington’s Victory: Battle of Waterloo. (1976). Frank Davis; Simulations Publications, Inc.

West of Alamein. (1988). Bob McNamara; Avalon Hill.

Whistling Death. (2003). J.D. Webster; Clash of Arms Games.

White Bear and Red Moon. (1975). Greg Stafford; Chaosium.

White Death. (1979). Frank Chadwick; Game Designers’ Workshop.

Wing Leader: Victories 1940–1942. (2015). Lee Brimmicombe-Wood; GMT Games.

World of Tanks. (2011). Wargaming.net, Inc.

World of Warcraft. (2005–). Blizzard.

World War I. (1975). Jim Dunnigan; Simulations Publications, Inc.